Difference between revisions of "Protocol"

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m (Change description for the update view distance packet as it actually is sent by the server.)
m (The actual value is a byte, and in the packet wrapper in vanilla it is an integer. 0 means riding, 1 means leashed.)
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   |ICON =  
 
   |ICON =  
 
   |HEADING = Heads up!
 
   |HEADING = Heads up!
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''Java Edition''' ([[Protocol version numbers|1.18.1, protocol 757]]). For the Java Edition pre-releases, see [[Pre-release protocol]]. For the incomplete Bedrock Edition docs, see [[Bedrock Protocol]]. For the old Pocket Edition, see [[Pocket Edition Protocol Documentation]].
+
   |CONTENT = This article is about the protocol for the latest '''stable''' release of Minecraft '''computer edition'''. For the computer edition pre-releases, see [[Pre-release protocol]]. For Pocket Edition, see [[Pocket Minecraft Protocol]].
 
}}
 
}}
  
 
This page presents a dissection of the current '''[https://minecraft.net/ Minecraft] protocol'''.
 
This page presents a dissection of the current '''[https://minecraft.net/ Minecraft] protocol'''.
  
If you're having trouble, check out the [[Protocol FAQ|FAQ]] or ask for help in the IRC channel [ircs://irc.libera.chat:6697 #mcdevs on irc.libera.chat] ([https://wiki.vg/MCDevs More Information]).
+
If you're having trouble, check out the [[Protocol FAQ|FAQ]] or ask for help in the IRC channel ([irc://irc.freenode.net/mcdevs #mcdevs on chat.freenode.net]).
  
 
'''Note:''' While you may use the contents of this page without restriction to create servers, clients, bots, etc… you still need to provide attribution to #mcdevs if you copy any of the contents of this page for publication elsewhere.
 
'''Note:''' While you may use the contents of this page without restriction to create servers, clients, bots, etc… you still need to provide attribution to #mcdevs if you copy any of the contents of this page for publication elsewhere.
Line 18: Line 18:
 
== Definitions ==
 
== Definitions ==
  
The Minecraft server accepts connections from TCP clients and communicates with them using ''packets''. A packet is a sequence of bytes sent over the TCP connection. The meaning of a packet depends both on its packet ID and the current state of the connection. The initial state of each connection is [[#Handshaking|Handshaking]], and state is switched using the packets [[#Handshake|Handshake]] and [[#Login Success|Login Success]].
+
The Minecraft server accepts connections from TCP clients and communicates with them using ''packets''. A packet is a sequence of bytes sent over the TCP connection. The meaning of a packet depends both on its packet ID and the current state of the connection. The initial state of each connection is [[#Handshaking|Handshaking]], and state is switched using the packets [[#Handshake|Handshake]] ([[#Handshaking|Handshaking]], 0x00, serverbound) and [[#Login Success|Login Success]] ([[#Login|Login]], 0x02, clientbound).
  
 
=== Data types ===
 
=== Data types ===
Line 47: Line 47:
 
  |-
 
  |-
 
  | Global palette
 
  | Global palette
  | A table/dictionary/palette mapping nonnegative integers to block states. Block state IDs are created in a linear fashion based off of order of assignment.  One block state ID allocated for each unique block state for a block; if a block has multiple properties then the number of allocated states is the product of the number of values for each property.  A current list of properties and state ID ranges is found on [https://pokechu22.github.io/Burger/1.16.5.html burger].
+
  | A table/dictionary/palette mapping nonnegative integers to block states. The block state IDs can be constructed from {{Minecraft Wiki|Data values|this table}} by multiplying what the Minecraft Wiki calls “block IDs” by 16 and adding the metadata/damage value (or in most programming languages <code>block_id &lt;&lt; 4 <nowiki>|</nowiki> metadata</code>).
 
 
Alternatively, the vanilla server now includes an option to export the current block state ID mapping, by running <code>java -cp minecraft_server.jar net.minecraft.data.Main --reports</code>.  See [[Data Generators]] for more information.
 
|-
 
| Notchian
 
| The official implementation of vanilla Minecraft as developed and released by Mojang.
 
 
  |}
 
  |}
  
 
== Packet format ==
 
== Packet format ==
 
Packets cannot be larger than 2097151 bytes (the maximum that can be sent in a 3-byte VarInt).  For compressed packets, this applies to both the compressed length and uncompressed lengths.
 
  
 
=== Without compression ===
 
=== Without compression ===
Line 68: Line 61:
 
  | Length
 
  | Length
 
  | VarInt
 
  | VarInt
  | Length of Packet ID + Data
+
  | Length of packet data + length of the packet ID
 
  |-
 
  |-
 
  | Packet ID
 
  | Packet ID
Line 81: Line 74:
 
=== With compression ===
 
=== With compression ===
  
Once a [[#Set Compression|Set Compression]] packet (with a non-negative threshold) is sent, [[wikipedia:Zlib|zlib]] compression is enabled for all following packets. The format of a packet changes slightly to include the size of the uncompressed packet.
+
Once a [[#Set Compression|Set Compression]] packet is sent, [[wikipedia:Zlib|zlib]] compression is enabled for all following packets. The format of a packet changes slighty to include the size of the uncompressed packet.
  
 
{| class=wikitable
 
{| class=wikitable
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  |rowspan="2"| Yes
 
  |rowspan="2"| Yes
 
  | Packet ID
 
  | Packet ID
  | VarInt
+
  | Varint
 
  | zlib compressed packet ID (see the sections below)
 
  | zlib compressed packet ID (see the sections below)
 
  |-
 
  |-
Line 109: Line 102:
 
  |}
 
  |}
  
If the size of the buffer containing the packet data and ID (as a VarInt) is smaller than the threshold specified in the packet [[#Set Compression|Set Compression]]. It will be sent as uncompressed. This is done by setting the data length as 0. (Comparable to sending a non-compressed format with an extra 0 between the length, and packet data).  
+
The length given by the Packet Length field is the number of bytes that remain in that packet, including the Data Length field.
  
If it's larger than the threshold, then it follows the regular compressed protocol format.
+
If Data Length is set to zero, then the packet is uncompressed; otherwise it is the size of the uncompressed packet.
  
Compression can be disabled by sending the packet [[#Set Compression|Set Compression]] with a negative Threshold, or not sending the Set Compression packet at all.
+
If compressed, the uncompressed length of (Packet ID + Data) must be equal to or over the threshold set in the packet [[#Set Compression 2|Set Compression]] ([[#Login|Login]], 0x03, clientbound), otherwise the receiving party will disconnect.
 +
 
 +
Compression can be disabled by sending the packet [[#Set Compression 2|Set Compression]] ([[#Login|Login]], 0x03, clientbound) with a Threshold of -1.
  
 
== Handshaking ==
 
== Handshaking ==
Line 140: Line 135:
 
  | Protocol Version
 
  | Protocol Version
 
  | VarInt
 
  | VarInt
  | See [[protocol version numbers]] (currently 757 in Minecraft 1.18.1).
+
  | See [[protocol version numbers]] (currently 47)
 
  |-
 
  |-
 
  | Server Address
 
  | Server Address
  | String (255)
+
  | String
  | Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information. Note that SRV records are a simple redirect, e.g. if _minecraft._tcp.example.com points to mc.example.org, users connecting to example.com will provide example.org as server address in addition to connecting to it.
+
  | hostname or IP, e.g. localhost or 127.0.0.1<!-- does this support IPv6? -->
 
  |-  
 
  |-  
 
  | Server Port
 
  | Server Port
 
  | Unsigned Short
 
  | Unsigned Short
  | Default is 25565. The Notchian server does not use this information.
+
  | default is 25565
 
  |-
 
  |-
 
  | Next State
 
  | Next State
  | VarInt Enum
+
  | VarInt
  | 1 for [[#Status|status]], 2 for [[#Login|login]].
+
  | 1 for [[#Status|status]], 2 for [[#Login|login]]
 
  |}
 
  |}
  
Line 174: Line 169:
 
  | Payload
 
  | Payload
 
  | Unsigned Byte
 
  | Unsigned Byte
  | always 1 (<code>0x01</code>).
+
  | always 1 (<code>0x01</code>)
 
  |}
 
  |}
  
 
See [[Server List Ping#1.6]] for the details of the protocol that follows this packet.
 
See [[Server List Ping#1.6]] for the details of the protocol that follows this packet.
  
== Status ==
+
== Play ==
{{Main|Server List Ping}}
 
  
 
=== Clientbound ===
 
=== Clientbound ===
  
==== Response ====
+
==== Keep Alive ====
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x00
 
|rowspan="2"| Status
 
|rowspan="2"| Client
 
|-
 
| JSON Response
 
| String (32767)
 
| See [[Server List Ping#Response]]; as with all strings this is prefixed by its length as a VarInt.
 
|}
 
  
==== Pong ====
+
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet. If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 213: Line 190:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x01
+
  |rowspan="1"| 0x00
  | Status
+
  |rowspan="1"| Play
  | Client
+
  |rowspan="1"| Client
  | Payload
+
  | Keep Alive ID
  | Long
+
  | VarInt
  | Should be the same as sent by the client.
+
  |  
 
  |}
 
  |}
  
=== Serverbound ===
+
==== Join Game ====
  
==== Request ====
+
See [[Protocol Encryption]] for information on logging in.
 
 
The status can only be requested once immediately after the handshake, before any ping. The server won't respond otherwise.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 235: Line 210:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  |rowspan="7"| 0x01
  | Status
+
  |rowspan="7"| Play
| Server
+
  |rowspan="7"| Client
  |colspan="3"| ''no fields''
+
| Entity ID
 +
| Int
 +
| The player's Entity ID (EID)
 +
|-
 +
| Gamemode
 +
| Unsigned Byte
 +
| 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag.
 +
|-
 +
| Dimension
 +
| Byte
 +
| -1: Nether, 0: Overworld, 1: End
 +
|-
 +
| Difficulty
 +
| Unsigned Byte
 +
| 0: peaceful, 1: easy, 2: normal, 3: hard
 +
|-
 +
| Max Players
 +
| Unsigned Byte
 +
| Used by the client to draw the player list
 +
|-
 +
| Level Type
 +
| String
 +
| default, flat, largeBiomes, amplified, default_1_1
 +
|-
 +
| Reduced Debug Info
 +
| Boolean
 +
| If true, a Notchian client shows reduced information on the {{Minecraft Wiki|debug screen}}.
 
  |}
 
  |}
  
==== Ping ====
+
{{Warning|If the Dimension isn't valid then the client will crash}}
 +
 
 +
==== Chat Message ====  
 +
 
 +
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options. While Position 2 accepts json formatting it will not display, old style formatting works
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 251: Line 256:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x01
+
  |rowspan="2"| 0x02
  | Status
+
  |rowspan="2"| Play
  | Server
+
  |rowspan="2"| Client
  | Payload
+
  | JSON Data
  | Long
+
  | [[Chat]]
  | May be any number. Notchian clients use a system-dependent time value which is counted in milliseconds.
+
  | Limited to 32767 bytes
 +
|-
 +
| Position
 +
| Byte
 +
| 0: chat (chat box), 1: system message (chat box), 2: above hotbar
 
  |}
 
  |}
  
== Login ==
+
{{Warning|Malformed JSON will disconnect the client}}
 +
 
 +
==== Time Update ====
  
The login process is as follows:
+
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
  
# C→S: [[#Handshake|Handshake]] with Next State set to 2 (login)
+
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
# C→S: [[#Login Start|Login Start]]
 
# S→C: [[#Encryption Request|Encryption Request]]
 
# Client auth
 
# C→S: [[#Encryption Response|Encryption Response]]
 
# Server auth, both enable encryption
 
# S→C: [[#Set Compression|Set Compression]] (optional)
 
# S→C: [[#Login Success|Login Success]]
 
  
Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the [[#With_compression|Post Compression packet format]].
+
The default SMP server increments the time by <code>20</code> every second.
 
 
For unauthenticated ("cracked"/offline-mode) and integrated servers (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case [[#Login Start|Login Start]] is directly followed by [[#Login Success|Login Success]]. The Notchian server uses UUID v3 for offline player UUIDs, with the namespace “OfflinePlayer” and the value as the player’s username. For example, Notch’s offline UUID would be derived from the string “OfflinePlayer:Notch”. This is not a requirement however, the UUID may be anything.
 
 
 
See [[Protocol Encryption]] for details.
 
 
 
=== Clientbound ===
 
 
 
==== Disconnect (login) ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 290: Line 286:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  |rowspan="2"| 0x03
  | Login
+
  |rowspan="2"| Play
  | Client
+
  |rowspan="2"| Client
  | Reason
+
  | World Age
  | [[Chat]]
+
| Long
  |  
+
| In ticks; not changed by server commands
 +
|-
 +
| Time of day
 +
  | Long
 +
  | The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time
 
  |}
 
  |}
  
==== Encryption Request ====
+
==== Entity Equipment ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 308: Line 308:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x01
+
  |rowspan="3"| 0x04
  |rowspan="5"| Login
+
  |rowspan="3"| Play
  |rowspan="5"| Client
+
  |rowspan="3"| Client
  | Server ID
+
  | Entity ID
| String (20)
 
| Appears to be empty.
 
|-
 
| Public Key Length
 
 
  | VarInt
 
  | VarInt
  | Length of Public Key
+
  | Entity's EID
 
  |-
 
  |-
  | Public Key
+
  | Slot
  | Byte Array
+
  | Short
  | The server's public key in bytes
+
  | Equipment slot. 0: held, 1–4: armor slot (1: boots, 2: leggings, 3: chestplate, 4: helmet)
 
  |-
 
  |-
  | Verify Token Length
+
  | Item
  | VarInt
+
  | [[Slot Data|Slot]]
| Length of Verify Token. Always 4 for Notchian servers.
+
  | Item in slot format
|-
+
  |}
| Verify Token
 
| Byte Array
 
  | A sequence of random bytes generated by the server.
 
  |}
 
  
See [[Protocol Encryption]] for details.
+
==== Spawn Position ====
  
==== Login Success ====
+
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 344: Line 336:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x02
+
  |rowspan="1"| 0x05
  |rowspan="2"| Login
+
  |rowspan="1"| Play
  |rowspan="2"| Client
+
  |rowspan="1"| Client
  | UUID
+
  | Location
  | UUID
+
  | Position
|
+
  | Spawn location
|-
 
| Username
 
| String (16)
 
  |  
 
 
  |}
 
  |}
  
This packet switches the connection state to [[#Play|play]].
+
==== Update Health ====
  
{{Warning2|The (notchian) server might take a bit to fully transition to the Play state, so it's recommended to wait before sending Play packets, either by setting a timeout, or waiting for Play packets from the server (usually [[#Player Info|Player Info]]).
+
Sent by the server to update/set the health of the player it is sent to.
  
The notchian client doesn't send any (non-[[#Keep Alive|keep alive]]) packets until the next tick/[[#Time Update|time update]] packet.
+
Food {{Minecraft Wiki|Food#Hunger vs. Saturation|saturation}} acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
}}
 
 
 
==== Set Compression ====
 
 
 
Enables compression. If compression is enabled, all following packets are encoded in the [[#With compression|compressed packet format]].  Negative or zero values will disable compression, meaning the packet format should remain in the [[#Without compression|uncompressed packet format]]. However, this packet is entirely optional, and if not sent, compression will also not be enabled (the notchian server does not send the packet when compression is disabled).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 375: Line 358:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x03
+
  |rowspan="3"| 0x06
  | Login
+
  |rowspan="3"| Play
  | Client
+
  |rowspan="3"| Client
  | Threshold
+
  | Health
 +
| Float
 +
| 0 or less = dead, 20 = full HP
 +
|-
 +
| Food
 
  | VarInt
 
  | VarInt
  | Maximum size of a packet before it is compressed.
+
  | 0–20
 +
|-
 +
| Food Saturation
 +
| Float
 +
| Seems to vary from 0.0 to 5.0 in integer increments
 
  |}
 
  |}
  
==== Login Plugin Request ====
+
==== Respawn ====
  
Used to implement a custom handshaking flow together with [[#Login_Plugin_Response | Login Plugin Response]].
+
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.
 
 
Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The notchian client always responds that it hasn't understood, and sends an empty payload.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 397: Line 386:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x04
+
  |rowspan="4"| 0x07
  |rowspan="3"| Login
+
  |rowspan="4"| Play
  |rowspan="3"| Client
+
  |rowspan="4"| Client
  | Message ID
+
  | Dimension
  | VarInt
+
  | Int
  | Generated by the server - should be unique to the connection.
+
  | -1: The Nether, 0: The Overworld, 1: The End
 +
|-
 +
| Difficulty
 +
| Unsigned Byte
 +
| 0: Peaceful, 1: Easy, 2: Normal, 3: Hard
 
  |-
 
  |-
  | Channel
+
  | Gamemode
  | Identifier
+
  | Unsigned Byte
  | Name of the [[plugin channel]] used to send the data.
+
  | 0: survival, 1: creative, 2: adventure. The hardcore flag is not included
 
  |-
 
  |-
  | Data
+
  | Level Type
  | Byte Array
+
  | String
  | Any data, depending on the channel. The length of this array must be inferred from the packet length.
+
  | Same as [[#Join Game|Join Game]]
 
  |}
 
  |}
  
=== Serverbound ===
+
{{Warning|If the Dimension isn't valid then the client will crash}}
 +
 
 +
{{Warning|Avoid changing player's dimension to same dimension they were already in, weird bugs can occur i.e. such player will be unable to attack other players in new world (fixes after their death and respawn)}}
 +
 
 +
==== Player Position And Look ====
 +
 
 +
Updates the player's position on the server.
 +
This packet will also close the "Downloading Terrain" screen when joining/respawning.
 +
 
 +
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 meters, the client will be kicked for “You moved too quickly :( (Hacking?)”.
 +
 
 +
Also if the fixed-point number of X or Z is set greater than <code>3.2E7D</code> the client will be kicked for “Illegal position”.
 +
 
 +
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 +
 
 +
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 +
 
 +
The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) one can be calculated with:
 +
 
 +
dx = x-x0
 +
dy = y-y0
 +
dz = z-z0
 +
r = sqrt( dx*dx + dy*dy + dz*dz )
 +
yaw = -atan2(dx,dz)/PI*180
 +
if yaw < 0 then
 +
    yaw = 360 - yaw
 +
pitch = -arcsin(dy/r)/PI*180
 +
 
 +
You can get a unit vector from a given yaw/pitch via:
  
==== Login Start ====
+
x = -cos(pitch) * sin(yaw)
 +
y = -sin(pitch)
 +
z cos(pitch) * cos(yaw)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 425: Line 448:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x00
+
  |rowspan="6"| 0x08
  | Login
+
  |rowspan="6"| Play
  | Server
+
  |rowspan="6"| Client
  | Name
+
  | X
  | String (16)
+
  | Double
  | Player's Username.
+
  | Absolute or relative position, depending on Flags
  |}
+
  |-
 
+
| Y
==== Encryption Response ====
+
  | Double
 
+
  | Absolute or relative position, depending on Flags
{| class="wikitable"
 
  ! Packet ID
 
  ! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x01
+
  | Z
|rowspan="4"| Login
+
  | Double
|rowspan="4"| Server
+
  | Absolute or relative position, depending on Flags
| Shared Secret Length
 
  | VarInt
 
  | Length of Shared Secret.
 
 
  |-
 
  |-
  | Shared Secret
+
  | Yaw
  | Byte Array
+
  | Float
  | Shared Secret value, encrypted with the server's public key.
+
  | Absolute or relative rotation on the X Axis, in degrees
 
  |-
 
  |-
  | Verify Token Length
+
  | Pitch
  | VarInt
+
  | Float
  | Length of Verify Token.
+
  | Absolute or relative rotation on the Y Axis, in degrees
 
  |-
 
  |-
  | Verify Token
+
  | Flags
  | Byte Array
+
  | Byte
  | Verify Token value, encrypted with the same public key as the shared secret.
+
  | Bit field, see below
 
  |}
 
  |}
  
See [[Protocol Encryption]] for details.
+
About the Flags field:
  
==== Login Plugin Response ====
+
<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
|-
  ! State
+
! Field
 +
! Bit
 +
|-
 +
| X
 +
| 0x01
 +
|-
 +
| Y
 +
| 0x02
 +
|-
 +
| Z
 +
| 0x04
 +
|-
 +
| Y_ROT
 +
| 0x08
 +
|-
 +
| X_ROT
 +
| 0x10
 +
|}
 +
 
 +
==== Held Item Change ====
 +
 
 +
Sent to change the player's slot selection.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 
  ! Bound To
 
  ! Bound To
 
  ! Field Name
 
  ! Field Name
Line 475: Line 513:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x02
+
  |rowspan="1"| 0x09
  |rowspan="3"| Login
+
  |rowspan="1"| Play
  |rowspan="3"| Server
+
  |rowspan="1"| Client
  | Message ID
+
  | Slot
  | VarInt
+
  | Byte
| Should match ID from server.
+
  | The slot which the player has selected (0–8)
|-
 
| Successful
 
| Boolean
 
| <code>true</code> if the client understands the request, <code>false</code> otherwise. When <code>false</code>, no payload follows.
 
|-
 
| Data
 
| Optional Byte Array
 
  | Any data, depending on the channel. The length of this array must be inferred from the packet length.
 
 
  |}
 
  |}
  
== Play ==
+
==== Use Bed ====  
  
=== Clientbound ===
+
This packet tells that a player goes to bed.
  
==== Spawn Entity ====
+
The client with the matching Entity ID will go into bed mode.
  
Sent by the server when a vehicle or other non-living entity is created.
+
This Packet is sent to all nearby players including the one sent to bed.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 507: Line 537:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="12"| 0x00
+
  |rowspan="2"| 0x0A
  |rowspan="12"| Play
+
  |rowspan="2"| Play
  |rowspan="12"| Client
+
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  | Entity ID.
+
  | Sleeping player's EID
 
  |-
 
  |-
  | Object UUID
+
  | Location
  | UUID
+
  | Position
  |  
+
  | Block location of the head part of the bed
|-
 
| Type
 
| VarInt
 
| The type of entity (same as in [[#Spawn Living Entity|Spawn Living Entity]]).
 
|-
 
| X
 
| Double
 
|
 
|-
 
| Y
 
| Double
 
|
 
|-
 
| Z
 
| Double
 
|
 
|-
 
| Pitch
 
| Angle
 
| To get the real pitch, you must divide this by (256.0F / 360.0F)
 
|-
 
| Yaw
 
| Angle
 
| To get the real yaw, you must divide this by (256.0F / 360.0F)
 
|-
 
| Data
 
| Int
 
| Meaning dependent on the value of the Type field, see [[Object Data]] for details.
 
|-
 
| Velocity X
 
| Short
 
|rowspan="3"| Same units as [[#Entity Velocity|Entity Velocity]].  Always sent, but only used when Data is greater than 0 (except for some entities which always ignore it; see [[Object Data]] for details).
 
|-
 
| Velocity Y
 
| Short
 
|-
 
| Velocity Z
 
| Short
 
 
  |}
 
  |}
  
==== Spawn Experience Orb ====
+
==== Animation ====
  
Spawns one or more experience orbs.
+
Sent whenever an entity should change animation.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 569: Line 561:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x01
+
  |rowspan="2"| 0x0B
  |rowspan="5"| Play
+
  |rowspan="2"| Play
  |rowspan="5"| Client
+
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  |  
+
  | Player ID
 
  |-
 
  |-
  | X
+
  | Animation
  | Double
+
  | Unsigned Byte
  |  
+
  | Animation ID (see below)
|-
 
| Y
 
| Double
 
|
 
|-
 
| Z
 
| Double
 
|
 
|-
 
| Count
 
| Short
 
| The amount of experience this orb will reward once collected.
 
 
  |}
 
  |}
  
==== Spawn Living Entity ====
+
Animation can be one of the following values:
 
 
Sent by the server when a living entity is spawned.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! ID
  ! State
+
  ! Animation
  ! Bound To
+
  |-
! Field Name
+
  | 0
  ! Field Type
+
  | Swing arm
  ! Notes
 
 
  |-
 
  |-
  |rowspan="12"| 0x02
+
  | 1
|rowspan="12"| Play
+
  | Take damage
|rowspan="12"| Client
 
| Entity ID
 
| VarInt
 
  |  
 
 
  |-
 
  |-
  | Entity UUID
+
  | 2
| UUID
+
  | Leave bed
  |  
 
 
  |-
 
  |-
  | Type
+
  | 3
  | VarInt
+
  | Eat food
| The type of mob. See [[Entity_metadata#Mobs]].
 
 
  |-
 
  |-
  | X
+
  | 4
| Double
+
  | Critical effect
  |  
 
 
  |-
 
  |-
  | Y
+
  | 5
  | Double
+
  | Magic critical effect
|
 
|-
 
| Z
 
| Double
 
|
 
|-
 
| Yaw
 
| Angle
 
|
 
|-
 
| Pitch
 
| Angle
 
|
 
|-
 
| Head Pitch
 
| Angle
 
|
 
|-
 
| Velocity X
 
| Short
 
| Same units as [[#Entity Velocity|Entity Velocity]].
 
|-
 
| Velocity Y
 
| Short
 
| Same units as [[#Entity Velocity|Entity Velocity]].
 
|-
 
| Velocity Z
 
| Short
 
| Same units as [[#Entity Velocity|Entity Velocity]].
 
 
  |}
 
  |}
  
==== Spawn Painting ====
+
==== Spawn Player ====
 +
 
 +
This packet is sent by the server when a player comes into visible range, ''not'' when a player joins.
 +
 
 +
This packet must be sent after the [[#Player List Item|Player List Item]] ([[#Play|Play]], 0x38, clientbound) packet that adds the player data for the client to use when spawning a player. If the tab list entry for the UUID included in this packet is not present when this packet arrives, the entity will not be spawned. The tab includes skin/cape data.
 +
 
 +
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
  
This packet shows location, name, and type of painting.
+
When in online-mode the UUIDs must be valid and have valid skin blobs, in offline-mode UUID v3 is used.
  
{| class="wikitable"
+
For NPCs UUID v2 should be used. Note:
 +
 
 +
<+Grum> i will never confirm this as a feature you know that :)
 +
 
 +
In an example UUID, <code>xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx</code>, the UUID version is specified by <code>Y</code>. So, for UUID v3, <code>Y</code> will always be <code>3</code>, and for UUID v2, <code>Y</code> will always be <code>2</code>.
 +
 
 +
{| class="wikitable"
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 669: Line 622:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x03
+
  |rowspan="9"| 0x0C
  |rowspan="5"| Play
+
  |rowspan="9"| Play
  |rowspan="5"| Client
+
  |rowspan="9"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
 +
| Player's EID
 +
|-
 +
| Player UUID
 +
| UUID
 
  |  
 
  |  
 
  |-
 
  |-
  | Entity UUID
+
  | X
  | UUID
+
  | Int
 +
| Player X as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Y
 +
| Int
 +
| Player Y as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Z
 +
| Int
 +
| Player Z as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Yaw
 +
| Angle
 
  |  
 
  |  
 
  |-
 
  |-
  | Motive
+
  | Pitch
  | VarInt
+
  | Angle
  | Painting's ID, see below.
+
  |  
 
  |-
 
  |-
  | Location
+
  | Current Item
  | Position
+
  | Short
  | Center coordinates (see below).
+
  | The item the player is currently holding. Note that this should be 0 for “no item”, unlike -1 used in other packets.
 
  |-
 
  |-
  | Direction
+
  | Metadata
  | Byte Enum
+
  | [[Entities#Entity Metadata Format|Metadata]]
  | Direction the painting faces (North = 2, South = 0, West = 1, East = 3).
+
  |  
 
  |}
 
  |}
  
Calculating the center of an image: given a (width × height) grid of cells, with <code>(0, 0)</code> being the top left corner, the center is <code>(max(0, width / 2 - 1), height / 2)</code>. E.g. <code>(1, 0)</code> for a 2×1 painting, or <code>(1, 2)</code> for a 4×4 painting.
+
{{Warning|A negative Current Item crashes clients}}
 +
 
 +
{{Warning|The client will crash if no Metadata is sent}}
  
List of paintings by coordinates in <code>paintings_kristoffer_zetterstrand.png</code> (where x and y are in pixels from the top left and width and height are in pixels or 16ths of a block):
+
==== Collect Item ====
 +
 
 +
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each [[#Player Position|Player Position]] (and [[#Player Position And Look|Player Position And Look]]) packet sent by the client.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! Packet ID
  ! ID
+
  ! State
  ! x
+
  ! Bound To
  ! y
+
  ! Field Name
  ! width
+
  ! Field Type
  ! height
+
  ! Notes
 
  |-
 
  |-
  | <code>minecraft:kebab</code>
+
  |rowspan="2"| 0x0D
  | 0
+
|rowspan="2"| Play
  | 0
+
  |rowspan="2"| Client
  | 0
+
  | Collected Entity ID
  | 16
+
  | VarInt
  | 16
+
  |  
 +
  |-
 +
| Collector Entity ID
 +
| VarInt
 +
|
 +
|}
 +
 
 +
==== Spawn Object ====
 +
 
 +
Sent by the server when a vehicle or other object is created.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft:aztec</code>
+
  |rowspan="11"| 0x0E
  | 1
+
  |rowspan="11"| Play
  | 16
+
  |rowspan="11"| Client
  | 0
+
  | Entity ID
  | 16
+
  | VarInt
  | 16
+
  | EID of the object
 
  |-
 
  |-
  | <code>minecraft:alban</code>
+
  | Type
  | 2
+
  | Byte
  | 32
+
  | The type of object (see [[Entities#Objects]])
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:aztec2</code>
+
  | X
  | 3
+
  | Int
  | 48
+
  | X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
  | 0
+
  |-
  | 16
+
  | Y
  | 16
+
  | Int
 +
| Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft:bomb</code>
+
  | Z
  | 4
+
  | Int
  | 64
+
  | Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:plant</code>
+
  | Pitch
  | 5
+
  | Angle
  | 80
+
  |  
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:wasteland</code>
+
  | Yaw
  | 6
+
  | Angle
  | 96
+
  |  
| 0
 
| 16
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:pool</code>
+
  | Data
  | 7
+
  | Int
  | 0
+
  | Meaning dependent on the value of the Type field, see [[Object Data]] for details.
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:courbet</code>
+
  | Velocity X
  | 8
+
  | Optional Short
  | 32
+
  | Only sent if the Data field is nonzero. Same units as [[#Entity Velocity|Entity Velocity]].
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:sea</code>
+
  | Velocity Y
  | 9
+
  | Optional Short
  | 64
+
  | Only sent if the Data field is nonzero. Same units as [[#Entity Velocity|Entity Velocity]].
| 32
 
| 32
 
| 16
 
 
  |-
 
  |-
  | <code>minecraft:sunset</code>
+
  | Velocity Z
  | 10
+
  | Optional Short
  | 96
+
  | Only sent if the Data field is nonzero. Same units as [[#Entity Velocity|Entity Velocity]].
  | 32
+
  |}
  | 32
+
 
  | 16
+
==== Spawn Mob ====
 +
 
 +
Sent by the server when a Mob Entity is Spawned
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
  ! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | <code>minecraft:creebet</code>
+
  |rowspan="12"| 0x0F
  | 11
+
  |rowspan="12"| Play
  | 128
+
  |rowspan="12"| Client
  | 32
+
  | Entity ID
  | 32
+
  | VarInt
  | 16
+
  |  
 
  |-
 
  |-
  | <code>minecraft:wanderer</code>
+
  | Type
  | 12
+
  | Unsigned Byte
  | 0
+
  | The type of mob. See [[Entities#Mobs|Mobs]]
| 64
 
| 16
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:graham</code>
+
  | X
  | 13
+
  | Int
  | 16
+
  | X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
| 64
 
| 16
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:match</code>
+
  | Y
  | 14
+
  | Int
  | 0
+
  | Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:bust</code>
+
  | Z
  | 15
+
  | Int
  | 32
+
  | Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:stage</code>
+
  | Yaw
  | 16
+
  | Angle
  | 64
+
  |  
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:void</code>
+
  | Pitch
  | 17
+
  | Angle
  | 96
+
  |  
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>skull_and_roses</code>
+
  | Head Pitch
  | 18
+
  | Angle
  | 128
+
  |  
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:wither</code>
+
  | Velocity X
  | 19
+
  | Short
  | 160
+
  | Same units as [[#Entity Velocity|Entity Velocity]]
| 128
 
| 32
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:fighters</code>
+
  | Velocity Y
  | 20
+
  | Short
  | 0
+
  | Same units as [[#Entity Velocity|Entity Velocity]]
| 96
 
| 64
 
| 32
 
 
  |-
 
  |-
  | <code>minecraft:pointer</code>
+
  | Velocity Z
  | 21
+
  | Short
  | 0
+
  | Same units as [[#Entity Velocity|Entity Velocity]]
| 192
 
| 64
 
| 64
 
 
  |-
 
  |-
  | <code>minecraft:pigscene</code>
+
  | Metadata
  | 22
+
  | [[Entities#Entity Metadata Format|Metadata]]
| 64
+
  |  
| 192
 
| 64
 
| 64
 
|-
 
| <code>minecraft:burning_skull</code>
 
| 23
 
| 128
 
| 192
 
| 64
 
| 64
 
|-
 
| <code>minecraft:skeleton</code>
 
| 24
 
| 192
 
| 64
 
| 64
 
| 48
 
|-
 
| <code>minecraft:donkey_kong</code>
 
| 25
 
| 192
 
| 112
 
| 64
 
  | 48
 
 
  |}
 
  |}
  
The {{Minecraft Wiki|Painting#Canvases|Minecraft Wiki article on paintings}} also provides a list of painting names to the actual images.
+
==== Spawn Painting ====
  
==== Spawn Player ====
+
This packet shows location, name, and type of painting.
  
This packet is sent by the server when a player comes into visible range, ''not'' when a player joins.
+
Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.
  
This packet must be sent after the [[#Player Info|Player Info]] packet that adds the player data for the client to use when spawning a player. If the Player Info for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player Info packet includes skin/cape data.
+
2x1 (1, 0)
 
+
4x4 (1, 2)
Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 906: Line 831:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="7"| 0x04
+
  |rowspan="4"| 0x10
  |rowspan="7"| Play
+
  |rowspan="4"| Play
  |rowspan="7"| Client
+
  |rowspan="4"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
| Player's EID.
 
|-
 
| Player UUID
 
| UUID
 
| See below for notes on {{Minecraft Wiki|Server.properties#online-mode|offline mode}} and NPCs.
 
|-
 
| X
 
| Double
 
 
  |  
 
  |  
 
  |-
 
  |-
  | Y
+
  | Title
  | Double
+
  | String
  |  
+
  | Name of the painting. Max length 13
 
  |-
 
  |-
  | Z
+
  | Location
  | Double
+
  | Position
  |  
+
  | Center coordinates
 
  |-
 
  |-
  | Yaw
+
  | Direction
| Angle
+
  | Unsigned Byte
  |  
+
  | Direction the painting faces. 0: north (-z), 1: west (-x), 2: south (+z), 3: east (+x)
  |-
 
| Pitch
 
| Angle
 
|
 
 
  |}
 
  |}
  
When in {{Minecraft Wiki|Server.properties#online-mode|online mode}}, the UUIDs must be valid and have valid skin blobs.
+
==== Spawn Experience Orb ====
  
In offline mode, [[Wikipedia:Universally unique identifier#Versions 3 and 5 (namespace name-based)|UUID v3]] is used with the String <code>OfflinePlayer:&lt;player name&gt;</code>, encoded in UTF-8 (and case-sensitive).  The Notchain server uses <code>UUID.nameUUIDFromBytes</code>, implemented by OpenJDK [https://github.com/AdoptOpenJDK/openjdk-jdk8u/blob/9a91972c76ddda5c1ce28b50ca38cbd8a30b7a72/jdk/src/share/classes/java/util/UUID.java#L153-L175 here].
+
Spawns one or more experience orbs.
  
For NPCs UUID v2 should be used. Note:
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="5"| 0x11
 +
|rowspan="5"| Play
 +
|rowspan="5"| Client
 +
| Entity ID
 +
| VarInt
 +
| Entity's ID
 +
|-
 +
| X
 +
| Int
 +
| X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Y
 +
| Int
 +
| Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Z
 +
| Int
 +
| Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 +
|-
 +
| Count
 +
| Short
 +
| The amount of experience this orb will reward once collected
 +
|}
  
<+Grum> i will never confirm this as a feature you know that :)
+
==== Entity Velocity ====
  
In an example UUID, <code>xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx</code>, the UUID version is specified by <code>Y</code>. So, for UUID v3, <code>Y</code> will always be <code>3</code>, and for UUID v2, <code>Y</code> will always be <code>2</code>.
+
Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).
 
 
==== Sculk Vibration Signal ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 958: Line 899:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x05
+
  |rowspan="4"| 0x12
 
  |rowspan="4"| Play
 
  |rowspan="4"| Play
 
  |rowspan="4"| Client
 
  |rowspan="4"| Client
  | Source Position
+
  | Entity ID
  | Position
+
  | VarInt
  | Source position for the vibration.
+
  |  
 
  |-
 
  |-
  | Destination Identifier
+
  | Velocity X
  | Identifier
+
  | Short
  | Identifier of the destination codec type.
+
  | Velocity on the X axis
 
  |-
 
  |-
  | Destination
+
  | Velocity Y
  | Varies
+
  | Short
  | Vanilla default destinations are a block position encoded as a [https://wiki.vg/Protocol#Data_types Position] for "block" or an entity id encoded as a VarInt for "entity".
+
  | Velocity on the Y axis
 
  |-
 
  |-
  | Arrival Ticks
+
  | Velocity Z
  | VarInt
+
  | Short
  | Ticks for the signal to arrive at the destination.
+
  | Velocity on the Z axis
 
  |}
 
  |}
This packet shows a permanent particle.
 
  
==== Entity Animation (clientbound) ====
+
==== Destroy Entities ====
  
Sent whenever an entity should change animation.
+
Sent by the server when a list of entities is to be destroyed on the client.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 991: Line 931:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x06
+
  |rowspan="2"| 0x13
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Entity ID
+
  | Count
 
  | VarInt
 
  | VarInt
  | Player ID.
+
  | Number of elements in the following array
 
  |-
 
  |-
  | Animation
+
  | Entity IDs
  | Unsigned Byte
+
  | Array of VarInt
  | Animation ID (see below).
+
  | The list of entities of destroy
 
  |}
 
  |}
  
Animation can be one of the following values:
+
==== Entity ====
 +
 
 +
This packet may be used to initialize an entity.
 +
 
 +
For player entities, either this packet or any move/look packet is sent every game tick. So the meaning of this packet is basically that the entity did not move/look since the last such packet.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! ID
+
  ! Packet ID
  ! Animation
+
  ! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 0
+
  |rowspan="1"| 0x14
| Swing main arm
+
  |rowspan="1"| Play
|-
+
  |rowspan="1"| Client
  | 1
+
  | Entity ID
| Take damage
+
  | VarInt
  |-
+
  |  
| 2
 
| Leave bed
 
|-
 
| 3
 
| Swing offhand
 
|-
 
| 4
 
| Critical effect
 
  |-
 
  | 5
 
  | Magic critical effect
 
 
  |}
 
  |}
  
==== Statistics ====
+
==== Entity Relative Move ====
 +
 
 +
This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks [[#Entity Teleport|Entity Teleport]] should be sent instead.
  
Sent as a response to [[#Client_Status|Client Status 0x04]] (id 1). Will only send the changed values if previously requested.
+
This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
  ! Bound To  
+
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x07
+
  |rowspan="5"| 0x15
  |rowspan="4"| Play
+
  |rowspan="5"| Play
  |rowspan="4"| Client
+
  |rowspan="5"| Client
  |colspan="2"| Count
+
  | Entity ID
  |colspan="2"| VarInt
+
| VarInt
  | Number of elements in the following array.
+
|
 +
|-
 +
  | Delta X
 +
| Byte
 +
  | Change in X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  |rowspan="3"| Statistic
+
  | Delta Y
  | Category ID
+
  | Byte
  |rowspan="3"| Array
+
  | Change in Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
| VarInt
 
| See below.
 
 
  |-
 
  |-
  | Statistic ID
+
  | Delta Z
  | VarInt
+
  | Byte
  | See below.
+
  | Change in Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | Value
+
  | On Ground
  | VarInt
+
  | Boolean
  | The amount to set it to.
+
  |  
 
  |}
 
  |}
  
Categories (these are namespaced, but with <code>:</code> replaced with <code>.</code>):
+
==== Entity Look ====
 +
 
 +
This packet is sent by the server when an entity rotates.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! Packet ID
  ! ID
+
! State
  ! Registry
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | <code>minecraft.mined</code>
+
  |rowspan="4"| 0x16
  | 0
+
|rowspan="4"| Play
  | Blocks
+
|rowspan="4"| Client
 +
| Entity ID
 +
  | VarInt
 +
  |  
 
  |-
 
  |-
  | <code>minecraft.crafted</code>
+
  | Yaw
  | 1
+
  | Angle
  | Items
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.used</code>
+
  | Pitch
  | 2
+
  | Angle
  | Items
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.broken</code>
+
  | On Ground
  | 3
+
  | Boolean
  | Items
+
  |  
|-
 
| <code>minecraft.picked_up</code>
 
| 4
 
| Items
 
|-
 
| <code>minecraft.dropped</code>
 
| 5
 
| Items
 
|-
 
| <code>minecraft.killed</code>
 
| 6
 
| Entities
 
|-
 
| <code>minecraft.killed_by</code>
 
| 7
 
| Entities
 
|-
 
| <code>minecraft.custom</code>
 
| 8
 
| Custom
 
 
  |}
 
  |}
  
Blocks, Items, and Entities use block (not block state), item, and entity ids.
+
==== Entity Look And Relative Move ====
  
Custom has the following (unit only matters for clients):
+
This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of fixed-point numbers, this packet allows at most four blocks movement in any direction. (-128/32 == -4)
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! Packet ID
  ! ID
+
! State
  ! Unit
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | <code>minecraft.leave_game</code>
+
  |rowspan="7"| 0x17
  | 0
+
|rowspan="7"| Play
  | None
+
|rowspan="7"| Client
 +
| Entity ID
 +
  | VarInt
 +
  |  
 
  |-
 
  |-
  | <code>minecraft.play_one_minute</code>
+
  | Delta X
  | 1
+
  | Byte
  | Time
+
  | Change in X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.time_since_death</code>
+
  | Delta Y
  | 2
+
  | Byte
  | Time
+
  | Change in Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.time_since_rest</code>
+
  | Delta Z
  | 3
+
  | Byte
  | Time
+
  | Change in Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.sneak_time</code>
+
  | Yaw
  | 4
+
  | Angle
  | Time
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.walk_one_cm</code>
+
  | Pitch
  | 5
+
  | Angle
  | Distance
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.crouch_one_cm</code>
+
  | On Ground
  | 6
+
| Boolean
  | Distance
+
  |  
 +
  |}
 +
 
 +
==== Entity Teleport ====
 +
 
 +
This packet is sent by the server when an entity moves more than 4 blocks.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft.sprint_one_cm</code>
+
  |rowspan="7"| 0x18
  | 7
+
|rowspan="7"| Play
  | Distance
+
  |rowspan="7"| Client
 +
| Entity ID
 +
| VarInt
 +
  |  
 
  |-
 
  |-
  | <code>minecraft.walk_on_water_one_cm</code>
+
  | X
  | 8
+
  | Int
  | Distance
+
  | X position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.fall_one_cm</code>
+
  | Y
  | 9
+
  | Int
  | Distance
+
  | Y position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.climb_one_cm</code>
+
  | Z
  | 10
+
  | Int
  | Distance
+
  | Z position as a [[Data Types#Fixed-point numbers|Fixed-Point number]]
 
  |-
 
  |-
  | <code>minecraft.fly_one_cm</code>
+
  | Yaw
  | 11
+
  | Angle
  | Distance
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.walk_under_water_one_cm</code>
+
  | Pitch
  | 12
+
  | Angle
  | Distance
+
  | New angle, not a delta
 
  |-
 
  |-
  | <code>minecraft.minecart_one_cm</code>
+
  | On Ground
  | 13
+
| Boolean
  | Distance
+
  |  
 +
  |}
 +
 
 +
==== Entity Head Look ====
 +
 
 +
Changes the direction an entity's head is facing.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft.boat_one_cm</code>
+
  |rowspan="2"| 0x19
  | 14
+
|rowspan="2"| Play
  | Distance
+
|rowspan="2"| Client
 +
| Entity ID
 +
  | VarInt
 +
  |  
 
  |-
 
  |-
  | <code>minecraft.pig_one_cm</code>
+
  | Head Yaw
  | 15
+
  | Angle
  | Distance
+
  | New angle, not a delta
 +
|}
 +
 
 +
==== Entity Status ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | <code>minecraft.horse_one_cm</code>
+
  |rowspan="2"| 0x1A
  | 16
+
|rowspan="2"| Play
  | Distance
+
|rowspan="2"| Client
 +
| Entity ID
 +
  | Int
 +
  |  
 
  |-
 
  |-
  | <code>minecraft.aviate_one_cm</code>
+
  | Entity Status
  | 17
+
  | Byte
  | Distance
+
  | See below
  |-
+
  |}
| <code>minecraft.swim_one_cm</code>
+
 
| 18
+
{| class="wikitable"
| Distance
 
 
  |-
 
  |-
  | <code>minecraft.strider_one_cm</code>
+
  ! Entity Status
  | 19
+
  ! Meaning
| Distance
 
 
  |-
 
  |-
  | <code>minecraft.jump</code>
+
  | 1
  | 20
+
  | Sent when resetting a mob spawn minecart's timer / Rabbit jump animation
| None
 
 
  |-
 
  |-
  | <code>minecraft.drop</code>
+
  | 2
  | 21
+
  | Living Entity hurt
| None
 
 
  |-
 
  |-
  | <code>minecraft.damage_dealt</code>
+
  | 3
  | 22
+
  | Living Entity dead
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_dealt_absorbed</code>
+
  | 4
  | 23
+
  | Iron Golem throwing up arms
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_dealt_resisted</code>
+
  | 6
  | 24
+
  | Wolf/Ocelot/Horse taming — Spawn “heart” particles
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_taken</code>
+
  | 7
  | 25
+
  | Wolf/Ocelot/Horse tamed — Spawn “smoke” particles
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_blocked_by_shield</code>
+
  | 8
  | 26
+
  | Wolf shaking water — Trigger the shaking animation
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_absorbed</code>
+
  | 9
  | 27
+
  | (of self) Eating accepted by server
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.damage_resisted</code>
+
  | 10
  | 28
+
  | Sheep eating grass
| Damage
 
 
  |-
 
  |-
  | <code>minecraft.deaths</code>
+
  | 10
  | 29
+
  | Play TNT ignite sound
| None
 
 
  |-
 
  |-
  | <code>minecraft.mob_kills</code>
+
  | 11
  | 30
+
  | Iron Golem handing over a rose
| None
 
 
  |-
 
  |-
  | <code>minecraft.animals_bred</code>
+
  | 12
  | 31
+
  | Villager mating — Spawn “heart” particles
| None
 
 
  |-
 
  |-
  | <code>minecraft.player_kills</code>
+
  | 13
  | 32
+
  | Spawn particles indicating that a villager is angry and seeking revenge
| None
 
 
  |-
 
  |-
  | <code>minecraft.fish_caught</code>
+
  | 14
  | 33
+
  | Spawn happy particles near a villager
| None
 
 
  |-
 
  |-
  | <code>minecraft.talked_to_villager</code>
+
  | 15
  | 34
+
  | Witch animation — Spawn “magic” particles
| None
 
 
  |-
 
  |-
  | <code>minecraft.traded_with_villager</code>
+
  | 16
  | 35
+
  | Play zombie converting into a villager sound
| None
 
 
  |-
 
  |-
  | <code>minecraft.eat_cake_slice</code>
+
  | 17
  | 36
+
  | Firework exploding
| None
 
 
  |-
 
  |-
  | <code>minecraft.fill_cauldron</code>
+
  | 18
  | 37
+
  | Animal in love (ready to mate) — Spawn “heart” particles
| None
 
 
  |-
 
  |-
  | <code>minecraft.use_cauldron</code>
+
  | 19
  | 38
+
  | Reset squid rotation
| None
 
 
  |-
 
  |-
  | <code>minecraft.clean_armor</code>
+
  | 20
  | 39
+
  | Spawn explosion particle — works for some living entities
| None
 
 
  |-
 
  |-
  | <code>minecraft.clean_banner</code>
+
  | 21
  | 40
+
  | Play guardian sound — works for only for guardians
| None
 
 
  |-
 
  |-
  | <code>minecraft.clean_shulker_box</code>
+
  | 22
  | 41
+
  | Enables reduced debug for players
| None
 
 
  |-
 
  |-
  | <code>minecraft.interact_with_brewingstand</code>
+
  | 23
  | 42
+
  | Disables reduced debug for players
| None
 
|-
 
| <code>minecraft.interact_with_beacon</code>
 
| 43
 
| None
 
|-
 
| <code>minecraft.inspect_dropper</code>
 
| 44
 
| None
 
|-
 
| <code>minecraft.inspect_hopper</code>
 
| 45
 
| None
 
|-
 
| <code>minecraft.inspect_dispenser</code>
 
| 46
 
| None
 
|-
 
| <code>minecraft.play_noteblock</code>
 
| 47
 
| None
 
|-
 
| <code>minecraft.tune_noteblock</code>
 
| 48
 
| None
 
|-
 
| <code>minecraft.pot_flower</code>
 
| 49
 
| None
 
|-
 
| <code>minecraft.trigger_trapped_chest</code>
 
| 50
 
| None
 
|-
 
| <code>minecraft.open_enderchest</code>
 
| 51
 
| None
 
|-
 
| <code>minecraft.enchant_item</code>
 
| 52
 
| None
 
|-
 
| <code>minecraft.play_record</code>
 
| 53
 
| None
 
|-
 
| <code>minecraft.interact_with_furnace</code>
 
| 54
 
| None
 
|-
 
| <code>minecraft.interact_with_crafting_table</code>
 
| 55
 
| None
 
|-
 
| <code>minecraft.open_chest</code>
 
| 56
 
| None
 
|-
 
| <code>minecraft.sleep_in_bed</code>
 
| 57
 
| None
 
|-
 
| <code>minecraft.open_shulker_box</code>
 
| 58
 
| None
 
|-
 
| <code>minecraft.open_barrel</code>
 
| 59
 
| None
 
|-
 
| <code>minecraft.interact_with_blast_furnace</code>
 
| 60
 
| None
 
|-
 
| <code>minecraft.interact_with_smoker</code>
 
| 61
 
| None
 
|-
 
| <code>minecraft.interact_with_lectern</code>
 
| 62
 
| None
 
|-
 
| <code>minecraft.interact_with_campfire</code>
 
| 63
 
| None
 
|-
 
| <code>minecraft.interact_with_cartography_table</code>
 
| 64
 
| None
 
|-
 
| <code>minecraft.interact_with_loom</code>
 
| 65
 
| None
 
|-
 
| <code>minecraft.interact_with_stonecutter</code>
 
| 66
 
| None
 
|-
 
| <code>minecraft.bell_ring</code>
 
| 67
 
| None
 
|-
 
| <code>minecraft.raid_trigger</code>
 
| 68
 
| None
 
|-
 
| <code>minecraft.raid_win</code>
 
| 69
 
| None
 
|-
 
| <code>minecraft.interact_with_anvil</code>
 
| 70
 
| None
 
|-
 
| <code>minecraft.interact_with_grindstone</code>
 
| 71
 
| None
 
|-
 
| <code>minecraft.target_hit</code>
 
| 72
 
| None
 
|-
 
| <code>minecraft.interact_with_smithing_table</code>
 
| 73
 
| None
 
 
  |}
 
  |}
  
Units:
+
==== Attach Entity ====
  
* None: just a normal number (formatted with 0 decimal places)
+
This packet is sent when a player has been attached to an entity (e.g. Minecart).
* Damage: value is 10 times the normal amount
 
* Distance: a distance in centimeters (hundredths of blocks)
 
* Time: a time span in ticks
 
 
 
==== Acknowledge Player Digging ====
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,429: Line 1,256:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x08
+
  |rowspan="3"| 0x1B
  |rowspan="4"| Play
+
  |rowspan="3"| Play
  |rowspan="4"| Client
+
  |rowspan="3"| Client
  | Location
+
  | Leashed
  | Position
+
  | Byte
  | Position where the digging was happening.
+
  | If true (1) leashes the entity to the vehicle. If false (0), player rides vehicle.
 
  |-
 
  |-
  | Block
+
  | Entity ID
  | VarInt
+
  | Int
  | Block state ID of the block that should be at that position now.
+
  | Attached entity's EID
 
  |-
 
  |-
  | Status
+
  | Vehicle ID
  | VarInt enum
+
  | Int
  | Same as Player Digging. Only Started digging (0), Cancelled digging (1), and Finished digging (2) are used.
+
  | Vechicle's Entity ID. Set to -1 to detach
|-
 
| Successful
 
| Boolean
 
| True if the digging succeeded; false if the client should undo any changes it made locally.
 
 
  |}
 
  |}
  
==== Block Break Animation ====
+
==== Entity Metadata ====
 
 
0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.
 
  
Block break animations can still be applied on air; the animation will remain visible although there is no block being broken.  However, if this is applied to a transparent block, odd graphical effects may happen, including water losing its transparency.  (An effect similar to this can be seen in normal gameplay when breaking ice blocks)
+
Updates one or more [[Entities#Entity Metadata Format|metadata]] properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
 
 
If you need to display several break animations at the same time you have to give each of them a unique Entity ID. The entity ID does not need to correspond to an actual entity on the client. It is valid to use a randomly generated number.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,465: Line 1,284:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x09
+
  |rowspan="2"| 0x1C
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Client
+
  |rowspan="2"| Client
 
  | Entity ID
 
  | Entity ID
 
  | VarInt
 
  | VarInt
  | Entity ID of the entity breaking the block.
+
  |  
 
  |-
 
  |-
  | Location
+
  | Metadata
  | Position
+
  | [[Entities#Entity Metadata Format|Metadata]]
| Block Position.
+
  |  
|-
 
| Destroy Stage
 
| Byte
 
  | 0–9 to set it, any other value to remove it.
 
 
  |}
 
  |}
  
==== Block Entity Data ====
+
==== Entity Effect ====
 
 
Sets the block entity associated with the block at the given location.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,493: Line 1,306:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0A
+
  |rowspan="5"| 0x1D
  |rowspan="3"| Play
+
  |rowspan="5"| Play
  |rowspan="3"| Client
+
  |rowspan="5"| Client
  | Location
+
  | Entity ID
| Position
 
|
 
|-
 
| Type
 
 
  | VarInt
 
  | VarInt
  | The type of the block entity
+
  |  
 
  |-
 
  |-
  | NBT Data
+
  | Effect ID
| [[NBT|NBT Tag]]
+
  | Byte
  | Data to set.  May be a TAG_END (0), in which case the block entity at the given location is removed (though this is not required since the client will remove the block entity automatically on chunk unload or block removal).
+
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
  |}
 
 
 
''Action'' field:
 
 
 
* '''1''': Set data of a mob spawner (everything except for SpawnPotentials: current delay, min/max delay, mob to be spawned, spawn count, spawn range, etc.)
 
* '''2''': Set command block text (command and last execution status)
 
* '''3''': Set the level, primary, and secondary powers of a beacon
 
* '''4''': Set rotation and skin of mob head
 
* '''5''': Declare a conduit
 
* '''6''': Set base color and patterns on a banner
 
* '''7''': Set the data for a Structure tile entity
 
* '''8''': Set the destination for a end gateway
 
* '''9''': Set the text on a sign
 
* '''10''': Unused
 
* '''11''': Declare a bed
 
* '''12''': Set data of a jigsaw block
 
* '''13''': Set items in a campfire
 
* '''14''': Beehive information
 
 
 
==== Block Action ====
 
 
 
This packet is used for a number of actions and animations performed by blocks, usually non-persistent.
 
 
 
See [[Block Actions]] for a list of values.
 
 
 
{{Warning2|This packet uses a block ID, not a block state.}}
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x0B
+
  | Amplifier
|rowspan="4"| Play
+
  | Byte
|rowspan="4"| Client
+
  | Notchian client displays effect level as Amplifier + 1
| Location
 
  | Position
 
  | Block coordinates.
 
 
  |-
 
  |-
  | Action ID (Byte 1)
+
  | Duration
  | Unsigned Byte
+
  | VarInt
  | Varies depending on block — see [[Block Actions]].
+
  | Seconds
 
  |-
 
  |-
  | Action Param (Byte 2)
+
  | Hide Particles
  | Unsigned Byte
+
  | Boolean
  | Varies depending on block — see [[Block Actions]].
+
  |  
|-
 
| Block Type
 
| VarInt
 
| The block type ID for the block.  This must match the block at the given coordinates.
 
 
  |}
 
  |}
  
==== Block Change ====
+
==== Remove Entity Effect ====
 
 
Fired whenever a block is changed within the render distance.
 
 
 
{{Warning2|Changing a block in a chunk that is not loaded is not a stable action.  The Notchian client currently uses a ''shared'' empty chunk which is modified for all block changes in unloaded chunks; while in 1.9 this chunk never renders in older versions the changed block will appear in all copies of the empty chunk.  Servers should avoid sending block changes in unloaded chunks and clients should ignore such packets.}}
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,576: Line 1,340:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0C
+
  |rowspan="2"| 0x1E
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
 
  |rowspan="2"| Client
 
  |rowspan="2"| Client
  | Location
+
  | Entity ID
  | Position
+
  | VarInt
  | Block Coordinates.
+
  |  
 
  |-
 
  |-
  | Block ID
+
  | Effect ID
  | VarInt
+
  | Byte
  | The new block state ID for the block as given in the {{Minecraft Wiki|Data values#Block IDs|global palette}}. See that section for more information.
+
  | See {{Minecraft Wiki|Status effect#List of effects|this table}}
 
  |}
 
  |}
  
==== Boss Bar ====  
+
==== Set Experience ====
 +
 
 +
Sent by the server when the client should change experience levels.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,594: Line 1,360:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="14"| 0x0D
+
  |rowspan="3"| 0x1F
  |rowspan="14"| Play
+
  |rowspan="3"| Play
  |rowspan="14"| Client
+
  |rowspan="3"| Client
  |colspan="2"| UUID
+
  | Experience bar
  | UUID
+
  | Float
  | Unique ID for this bar.
+
  | Between 0 and 1
 
  |-
 
  |-
  |colspan="2"| Action
+
  | Level
  | VarInt Enum
+
  | VarInt
| Determines the layout of the remaining packet.
 
|-
 
! Action
 
! Field Name
 
!
 
!
 
|-
 
|rowspan="5"| 0: add
 
| Title
 
| [[Chat]]
 
 
  |  
 
  |  
 
  |-
 
  |-
  | Health
+
  | Total Experience
  | Float
+
  | VarInt
  | From 0 to 1. Values greater than 1 do not crash a Notchian client, and start [https://i.johni0702.de/nA.png rendering part of a second health bar] at around 1.5.
+
  | See {{Minecraft Wiki|Experience#Leveling up}} on the Minecraft Wiki for Total Experience to Level conversion
  |-
+
|}
  | Color
+
 
  | VarInt Enum
+
==== Entity Properties ====
  | Color ID (see below).
+
 
 +
Sets {{Minecraft Wiki|Attribute|attributes}} on the given entity.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
  ! Bound To
 +
  !colspan="2"| Field Name
 +
  !colspan="2"| Field Type
 +
  ! Notes
 
  |-
 
  |-
  | Division
+
  |rowspan="6"| 0x20
  | VarInt Enum
+
|rowspan="6"| Play
  | Type of division (see below).
+
|rowspan="6"| Client
 +
  |colspan="2"| Entity ID
 +
|colspan="2"| VarInt
 +
  |  
 
  |-
 
  |-
  | Flags
+
  |colspan="2"| Number Of Properties
  | Unsigned Byte
+
  |colspan="2"| Int
  | Bit mask. 0x1: should darken sky, 0x2: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02).
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 1: remove
+
  |rowspan="4"| Property
  | ''no fields''
+
  | Key
  | ''no fields''
+
|rowspan="4"| Array
  | Removes this boss bar.
+
  | String
 +
  | See below
 
  |-
 
  |-
  | 2: update health
+
  | Value
  | Health
+
  | Double
  | Float
+
  | See below
| ''as above''
 
 
  |-
 
  |-
  | 3: update title
+
  | Number Of Modifiers
| Title
+
  | VarInt
| [[Chat]]
+
  | Number of elements in the following array
|
 
|-
 
|rowspan="2"| 4: update style
 
| Color
 
  | VarInt Enum
 
| Color ID (see below).
 
|-
 
| Dividers
 
| VarInt Enum
 
| ''as above''
 
|-
 
| 5: update flags
 
| Flags
 
| Unsigned Byte
 
  | ''as above''
 
 
  |-
 
  |-
 +
| Modifiers
 +
| Array of Modifier Data
 +
| See {{Minecraft Wiki|Attribute#Modifiers}}
 
  |}
 
  |}
 +
 +
Known Key values:
  
 
{| class="wikitable"
 
{| class="wikitable"
! ID
 
! Color
 
 
  |-
 
  |-
  | 0
+
! Key
  | Pink
+
! Default
 +
! Min
 +
! Max
 +
! Label
 +
|-
 +
| generic.maxHealth
 +
| 20.0
 +
  | 0.0
 +
| Double.MaxValue
 +
  | Max Health
 
  |-
 
  |-
  | 1
+
  | generic.followRange
  | Blue
+
  | 32.0
 +
| 0.0
 +
| 2048.0
 +
| Follow Range
 
  |-
 
  |-
  | 2
+
  | generic.knockbackResistance
  | Red
+
  | 0.0
 +
| 0.0
 +
| 1.0
 +
| Knockback Resistance
 
  |-
 
  |-
  | 3
+
  | generic.movementSpeed
  | Green
+
  | 0.699999988079071
 +
| 0.0
 +
| Double.MaxValue
 +
| Movement Speed
 
  |-
 
  |-
  | 4
+
  | generic.attackDamage
  | Yellow
+
| 2.0
 +
| 0.0
 +
| Double.MaxValue
 +
  |  
 
  |-
 
  |-
  | 5
+
  | horse.jumpStrength
  | Purple
+
  | 0.7
 +
| 0.0
 +
| 2.0
 +
| Jump Strength
 
  |-
 
  |-
  | 6
+
  | zombie.spawnReinforcements
  | White
+
  | 0.0
 +
| 0.0
 +
| 1.0
 +
| Spawn Reinforcements Chance
 
  |}
 
  |}
 +
 +
''Modifier Data'' structure:
  
 
{| class="wikitable"
 
{| class="wikitable"
! ID
 
! Type of division
 
 
  |-
 
  |-
  | 0
+
  ! Field Name
  | No division
+
  ! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1
+
  | UUID
  | 6 notches
+
| UUID
 +
  |  
 
  |-
 
  |-
  | 2
+
  | Amount
  | 10 notches
+
  | Double
 +
| May be positive or negative
 
  |-
 
  |-
  | 3
+
  | Operation
  | 12 notches
+
  | Byte
  |-
+
  | See below
| 4
 
| 20 notches
 
 
  |}
 
  |}
  
==== Server Difficulty ====
+
The operation controls how the base value of the modifier is changed.
 +
 
 +
*0: Add/subtract amount
 +
*1: Add/subtract amount percent of the current value
 +
*2: Multiply by amount percent
 +
 
 +
All of the 0's are applied first, and then the 1's, and then the 2's.
 +
 
 +
==== Chunk Data ====
 +
 
 +
Chunks are not unloaded by the client automatically. To unload chunks, send this packet with Ground-Up Continuous=true and no 16^3 chunks (eg. Primary Bit Mask=0). The server does not send skylight information for nether-chunks, it's up to the client to know if the player is currently in the nether. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent.
 +
 
 +
See also: [[SMP Map Format]]
 +
 
 +
Changes in 1.8:
  
Changes the difficulty setting in the client's option menu
+
* Data value section removed
 +
* Extended id section removed
 +
* Block id section is now a unsigned short (little endian) per a block
 +
* The block id is equal to <code>(id << 4) | data</code>
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,724: Line 1,525:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x0E
+
  |rowspan="6"| 0x21
  |rowspan="2"| Play
+
  |rowspan="6"| Play
  |rowspan="2"| Client
+
  |rowspan="6"| Client
  | Difficulty
+
  | Chunk X
  | Unsigned Byte
+
  | Int
  | 0: peaceful, 1: easy, 2: normal, 3: hard.
+
  | Chunk X coordinate
 +
|-
 +
| Chunk Z
 +
| Int
 +
| Chunk Z coordinate
 
  |-
 
  |-
  | Difficulty locked?
+
  | Ground-Up Continuous
 
  | Boolean
 
  | Boolean
  |
+
| This is true if the packet represents all sections in this vertical column, where the Primary Bit Mask specifies exactly which sections are included, and which are air
 +
|-
 +
| Primary Bit Mask
 +
| Unsigned Short
 +
| Bitmask with 1 for every 16x16x16 section whose data follows in the compressed data
 +
|-
 +
| Size
 +
| VarInt
 +
| Size of Data
 +
|-
 +
| Data
 +
| [[SMP Map Format#Data|Chunk]]
 +
  |  
 
  |}
 
  |}
  
==== Chat Message (clientbound) ====  
+
==== Multi Block Change ====
  
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options.  See [[Chat#Processing chat|processing chat]] for more info about these positions.
+
Fired whenever 2 or more blocks are changed within the render distance.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,744: Line 1,561:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x0F
+
  |rowspan="6"| 0x22
  |rowspan="3"| Play
+
  |rowspan="6"| Play
  |rowspan="3"| Client
+
|rowspan="6"| Client
  | JSON Data
+
|colspan="2"| Chunk X
  | [[Chat]]
+
|colspan="2"| Int
  | Limited to 262144 bytes.
+
| Chunk X coordinate
 +
|-
 +
|colspan="2"| Chunk Z
 +
|colspan="2"| Int
 +
| Chunk Z coordinate
 +
|-
 +
|colspan="2"| Record Count
 +
|colspan="2"| VarInt
 +
| Number of elements in the following array, i.e. the number of blocks affected
 +
|-
 +
  |rowspan="3"| Record
 +
| Horizontal Position
 +
  |rowspan="3"| Array
 +
  | Unsigned Byte
 +
  | The 4 most significant bits (<code>0xF0</code>) encode the X coordinate, relative to the chunk. The 4 least significant bits (<code>0x0F</code>) encode the Z coordinate, relative to the chunk.
 
  |-
 
  |-
  | Position
+
  | Y Coordinate
  | Byte
+
  | Unsigned Byte
  | 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar).
+
  |  
 
  |-
 
  |-
  | Sender
+
  | Block ID
  | UUID
+
  | VarInt
  | Used by the Notchian client for the disableChat launch option. Setting both longs to 0 will always display the message regardless of the setting.
+
  | The new block state ID for the block as given in the {{Minecraft Wiki|Data values#Block IDs|global palette}} (When reading data: <code>type = id &gt;&gt; 4</code>, <code>meta = id & 15</code>, when writing data: <code>id = type &lt;&lt; 4 &#124; (meta &amp; 15)</code>)
 
  |}
 
  |}
  
==== Clear Titles====
+
==== Block Change ====
  
Clear the client's current title information, with the option to also reset it.
+
Fired whenever a block is changed within the render distance.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,776: Line 1,607:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x10
+
  |rowspan="2"| 0x23
  |rowspan="1"| Play
+
  |rowspan="2"| Play
  |rowspan="1"| Client
+
  |rowspan="2"| Client
  | Reset
+
  | Location
  | Boolean
+
  | Position
  |  
+
  | Block Coordinates
 +
|-
 +
| Block ID
 +
| VarInt
 +
| The new block state ID for the block as given in the {{Minecraft Wiki|Data values#Block IDs|global palette}} (When reading data: <code>type = id &gt;&gt; 4</code>, <code>meta = id & 15</code>, when writing data: <code>id = type &lt;&lt; 4 &#124; (meta &amp; 15)</code>)
 
  |}
 
  |}
  
==== Tab-Complete (clientbound) ====
+
==== Block Action ====
  
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.
+
This packet is used for a number of things:
 +
 
 +
* Chests opening and closing
 +
* Pistons pushing and pulling
 +
* Note blocks playing
 +
* Updating beacons
 +
 
 +
See also: [[Block Actions]]
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,792: Line 1,634:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x11
+
  |rowspan="4"| 0x24
  |rowspan="8"| Play
+
  |rowspan="4"| Play
  |rowspan="8"| Client
+
  |rowspan="4"| Client
 +
| Location
 +
| Position
 +
| Block coordinates
 
  |-
 
  |-
  |colspan="2"| ID
+
  | Byte 1
  |colspan="2"| VarInt
+
  | Unsigned Byte
  | Transaction ID.
+
  | Varies depending on block — see [[Block Actions]]
 
  |-
 
  |-
  |colspan="2"| Start
+
  | Byte 2
  |colspan="2"| VarInt
+
  | Unsigned Byte
  | Start of the text to replace.
+
  | Varies depending on block — see [[Block Actions]]
 
  |-
 
  |-
  |colspan="2"| Length
+
  | Block Type
  |colspan="2"| VarInt
+
  | VarInt
  | Length of the text to replace.
+
  | The block type ID for the block, not including metadata/damage value
|-
 
|colspan="2"| Count
 
|colspan="2"| VarInt
 
| Number of elements in the following array.
 
|-
 
|rowspan="3"| Matches
 
| Match
 
|rowspan="3"| Array
 
| String (32767)
 
| One eligible value to insert, note that each command is sent separately instead of in a single string, hence the need for Count.  Note that for instance this doesn't include a leading <code>/</code> on commands.
 
|-
 
| Has tooltip
 
| Boolean
 
| True if the following is present.
 
|-
 
| Tooltip
 
| Optional [[Chat]]
 
| Tooltip to display; only present if previous boolean is true.
 
 
  |}
 
  |}
  
==== Declare Commands ====
+
==== Block Break Animation ====
 +
 
 +
0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.
 +
 
 +
You can also set an animation to air! The animation will still be visible.
  
Lists all of the commands on the server, and how they are parsed.
+
If you need to display several break animations at the same time you have to give each of them a unique Entity ID.
  
This is a directed graph, with one root node.  Each redirect or child node must refer only to nodes that have already been declared.
+
Also if you set the coordinates to a special block like water etc. it won't show the actual break animation but some other interesting effects. For example, water will lose its transparency.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,845: Line 1,676:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x12
+
  |rowspan="3"| 0x25
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
 
  |rowspan="3"| Client
 
  |rowspan="3"| Client
  | Count
+
  | Entity ID
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array.
+
  | EID for the animation
 
  |-
 
  |-
  | Nodes
+
  | Location
  | Array of [[Command Data|Node]]
+
  | Position
  | An array of nodes.
+
  | Block Position
 
  |-
 
  |-
  | Root index
+
  | Destroy Stage
  | VarInt
+
  | Byte
  | Index of the <code>root</code> node in the previous array.
+
  | 0–9 to set it, any other value to remove it
 
  |}
 
  |}
  
For more information on this packet, see the [[Command Data]] article.
+
==== Map Chunk Bulk ====
  
==== Close Window (clientbound) ====
+
1.8 changes at [[#Chunk Data|Chunk Data]]
  
This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open. The notchian client disregards the provided window ID and closes any active window.
+
To reduce the number of bytes, this packet is used to send chunks together for better compression results.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,871: Line 1,702:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
  ! Field Type
+
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x13
+
  |rowspan="6"| 0x26
  | Play
+
  |rowspan="6"| Play
  | Client
+
  |rowspan="6"| Client
  | Window ID
+
  |colspan="2"| Sky Light Sent
  | Unsigned Byte
+
  |colspan="2"| Boolean
  | This is the ID of the window that was closed. 0 for inventory.
+
  | Whether or not Chunk Data contains light nibble arrays. This is true in the Overworld, false in the End + Nether
  |}
+
  |-
 
+
|colspan="2"| Chunk Column Count
==== Window Items ====
+
|colspan="2"| VarInt
[[File:Inventory-slots.png|thumb|The inventory slots]]
+
  | Number of elements in each of the following arrays
 
 
Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots. This packet with Window ID set to "0" is sent during the player joining sequence to initialise the player's inventory.
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="5"| 0x14
+
  |rowspan="3"| Chunk Meta
  |rowspan="5"| Play
+
  | Chunk X
  |rowspan="5"| Client
+
  |rowspan="3"| Array
| Window ID
+
  | Int
  | Unsigned Byte
+
  | The X coordinate of the chunk
  | The ID of window which items are being sent for. 0 for player inventory.
 
 
  |-
 
  |-
  | State ID
+
  | Chunk Z
  | VarInt
+
  | Int
  | See [[Protocol#Click_Window|State ID]]
+
  | The Z coordinate of the chunk
 
  |-
 
  |-
  | Count
+
  | Primary Bit Mask
  | VarInt
+
  | Unsigned Short
  | Number of elements in the following array.
+
  | A bit mask which specifies which sections are not empty in this chunk
 
  |-
 
  |-
  | Slot Data
+
  |colspan="2"| Chunk Data
  | Array of [[Slot Data|Slot]]
+
  |colspan="2"| Array of [[SMP Map Format#Data|Chunk]]
|-
+
  | Each chunk in this array corresponds to the data at the same position in Chunk Meta
| Carried Item
 
| [[Slot Data|Slot]]
 
  | Item held by player.
 
 
  |}
 
  |}
  
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
+
==== Explosion ====
  
==== Window Property ====
+
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
  
This packet is used to inform the client that part of a GUI window should be updated.
+
Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 1,933: Line 1,750:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x15
+
  |rowspan="9"| 0x27
  |rowspan="3"| Play
+
  |rowspan="9"| Play
  |rowspan="3"| Client
+
  |rowspan="9"| Client
  | Window ID
+
  | X
  | Unsigned Byte
+
  | Float
 
  |  
 
  |  
 
  |-
 
  |-
  | Property
+
  | Y
  | Short
+
  | Float
  | The property to be updated, see below.
+
  |  
 
  |-
 
  |-
  | Value
+
  | Z
  | Short
+
  | Float
  | The new value for the property, see below.
+
  |  
|}
 
 
 
The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.
 
 
 
{| class="wikitable"
 
 
  |-
 
  |-
  ! Window type
+
  | Radius
  ! Property
+
  | Float
  ! Value
+
  | Currently unused in the client
 
  |-
 
  |-
  |rowspan="4"| Furnace
+
  | Record Count
  | 0: Fire icon (fuel left)
+
  | Int
  | counting from fuel burn time down to 0 (in-game ticks)
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 1: Maximum fuel burn time
+
  | Records
  | fuel burn time or 0 (in-game ticks)
+
  | Array of (Byte, Byte, Byte)
 +
| Each record is 3 signed bytes long, each bytes are the XYZ (respectively) offsets of affected blocks.
 
  |-
 
  |-
  | 2: Progress arrow
+
  | Player Motion X
  | counting from 0 to maximum progress (in-game ticks)
+
  | Float
 +
| X velocity of the player being pushed by the explosion
 
  |-
 
  |-
  | 3: Maximum progress
+
  | Player Motion Y
  | always 200 on the notchian server
+
  | Float
 +
| Y velocity of the player being pushed by the explosion
 
  |-
 
  |-
  |rowspan="10"| Enchantment Table
+
  | Player Motion Z
  | 0: Level requirement for top enchantment slot
+
| Float
|rowspan="3"| The enchantment's xp level requirement
+
| Z velocity of the player being pushed by the explosion
  |-
+
  |}
  | 1: Level requirement for middle enchantment slot
+
 
 +
==== Effect ====
 +
 
 +
Sent when a client is to play a sound or particle effect.
 +
 
 +
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1013 (mob.wither.spawn), and is ignored for any other value by the client.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | 2: Level requirement for bottom enchantment slot
+
  |rowspan="4"| 0x28
 +
|rowspan="4"| Play
 +
|rowspan="4"| Client
 +
| Effect ID
 +
| Int
 +
| The ID of the effect, see below
 
  |-
 
  |-
  | 3: The enchantment seed
+
  | Location
  | Used for drawing the enchantment names (in [[Wikipedia:Standard Galactic Alphabet|SGA]]) clientside.  The same seed ''is'' used to calculate enchantments, but some of the data isn't sent to the client to prevent easily guessing the entire list (the seed value here is the regular seed bitwise and <code>0xFFFFFFF0</code>).
+
  | Position
 +
| The location of the effect
 
  |-
 
  |-
  | 4: Enchantment ID shown on mouse hover over top enchantment slot
+
  | Data
  |rowspan="3"| The enchantment id (set to -1 to hide it), see below for values
+
  | Int
 +
| Extra data for certain effects, see below
 
  |-
 
  |-
  | 5: Enchantment ID shown on mouse hover over middle enchantment slot
+
  | Disable Relative Volume
 +
| Boolean
 +
| See above
 +
|}
 +
 
 +
Effect IDs:
 +
 
 +
{| class="wikitable"
 +
! ID
 +
! Name
 +
! Data
 
  |-
 
  |-
  | 6: Enchantment ID shown on mouse hover over bottom enchantment slot
+
  !colspan="3"| Sound
 
  |-
 
  |-
  | 7: Enchantment level shown on mouse hover over the top slot
+
  | 1000
  |rowspan="3"| The enchantment level (1 = I, 2 = II, 6 = VI, etc.), or -1 if no enchant
+
  | <code>random.click</code>
 +
|  
 
  |-
 
  |-
  | 8: Enchantment level shown on mouse hover over the middle slot
+
  | 1001
 +
| <code>random.click</code>
 +
|
 
  |-
 
  |-
  | 9: Enchantment level shown on mouse hover over the bottom slot
+
  | 1002
 +
| <code>random.bow</code>
 +
|
 
  |-
 
  |-
  |rowspan="3"| Beacon
+
  | 1003
  | 0: Power level
+
  | <code>random.door_open</code> or <code>random.door_close</code> (50/50 chance)
  | 0-4, controls what effect buttons are enabled
+
  |  
 
  |-
 
  |-
  | 1: First potion effect
+
  | 1004
  | {{Minecraft Wiki|Data values#Status effects|Potion effect ID}} for the first effect, or -1 if no effect
+
  | <code>random.fizz</code>
 +
|  
 
  |-
 
  |-
  | 2: Second potion effect
+
  | 1005
  | {{Minecraft Wiki|Data values#Status effects|Potion effect ID}} for the second effect, or -1 if no effect
+
| Play a music disc.
 +
  | {{Minecraft Wiki|Music Discs|Record ID}}
 
  |-
 
  |-
  | Anvil
+
  | 1006
  | 0: Repair cost
+
  | ''not assigned''
  | The repair's cost in xp levels
+
  |  
 
  |-
 
  |-
  |rowspan="2"| Brewing Stand
+
  | 1007
  | 0: Brew time
+
  | <code>mob.ghast.charge</code>
  | 0 – 400, with 400 making the arrow empty, and 0 making the arrow full
+
  |  
 
  |-
 
  |-
  | 1: Fuel time
+
  | 1008
  | 0 - 20, with 0 making the arrow empty, and 20 making the arrow full
+
| <code>mob.ghast.fireball</code>
 +
  |  
 
  |-
 
  |-
  | Stonecutter
+
  | 1009
  | 0: Selected recipe
+
  | <code>mob.ghast.fireball</code>, but with a lower volume
  | The index of the selected recipe. -1 means none is selected.
+
  |  
 
  |-
 
  |-
  | Loom
+
  | 1010
  | 0: Selected pattern
+
  | <code>mob.zombie.wood</code>
  | The index of the selected pattern. 0 means none is selected, 0 is also the internal id of the "base" pattern.
+
  |  
 
  |-
 
  |-
  | Lectern
+
  | 1011
  | 0: Page number
+
  | <code>mob.zombie.metal</code>
| The current page number, starting from 0.
+
  |  
  |}
 
 
 
For an enchanting table, the following numerical IDs are used:
 
 
 
{| class="wikitable"
 
! Numerical ID
 
! Enchantment ID
 
! Enchantment Name
 
 
  |-
 
  |-
  | 0
+
  | 1012
  | minecraft:protection
+
  | <code>mob.zombie.woodbreak</code>
  | Protection
+
  |  
 
  |-
 
  |-
  | 1
+
  | 1013
  | minecraft:fire_protection
+
  | <code>mob.wither.spawn</code>
  | Fire Protection
+
  |  
 
  |-
 
  |-
  | 2
+
  | 1014
  | minecraft:feather_falling
+
  | <code>mob.wither.shoot</code>
  | Feather Falling
+
  |  
 
  |-
 
  |-
  | 3
+
  | 1015
  | minecraft:blast_protection
+
  | <code>mob.bat.takeoff</code>
  | Blast Protection
+
  |  
 
  |-
 
  |-
  | 4
+
  | 1016
  | minecraft:projectile_protection
+
  | <code>mob.zombie.infect</code>
  | Projectile Protection
+
  |  
 
  |-
 
  |-
  | 5
+
  | 1017
  | minecraft:respiration
+
  | <code>mob.zombie.unfect</code>
  | Respiration
+
  |  
 
  |-
 
  |-
  | 6
+
  | 1018
  | minecraft:aqua_affinity
+
  | <code>mob.enderdragon.end</code>
  | Aqua Affinity
+
  |  
 
  |-
 
  |-
  | 7
+
  | 1020
  | minecraft:thorns
+
  | <code>random.anvil_break</code>
  | Thorns
+
  |  
 
  |-
 
  |-
  | 8
+
  | 1021
  | minecraft:depth_strider
+
  | <code>random.anvil_use</code>
  | Depth Strider
+
  |  
 
  |-
 
  |-
  | 9
+
  | 1022
  | minecraft:frost_walker
+
  | <code>random.anvil_land</code>
  | Frost Walker
+
  |  
 
  |-
 
  |-
  | 10
+
  !colspan="3"| Particle
| minecraft:binding_curse
 
| Curse of Binding
 
 
  |-
 
  |-
  | 11
+
  | 2000
  | minecraft:soul_speed
+
  | Spawns 10 smoke particles, e.g. from a fire
  | Soul Speed
+
  | Direction, see below
 
  |-
 
  |-
  | 12
+
  | 2001
  | minecraft:sharpness
+
  | Block break
  | Sharpness
+
  | {{Minecraft Wiki|Data values|Block ID}}
 
  |-
 
  |-
  | 13
+
  | 2002
  | minecraft:smite
+
  | Splash potion. Particle effect + glass break sound.
  | Smite
+
  | [http://www.lb-stuff.com/Minecraft/PotionDataValues1.9pre3.txt Potion ID]
 
  |-
 
  |-
  | 14
+
  | 2003
  | minecraft:bane_of_arthropods
+
  | Eye of Ender entity break animation — particles and sound
  | Bane of Arthropods
+
  |  
 
  |-
 
  |-
  | 15
+
  | 2004
  | minecraft:knockback
+
  | Mob spawn particle effect: smoke + flames
  | Knockback
+
  |  
 
  |-
 
  |-
  | 16
+
  | 2005
  | minecraft:fire_aspect
+
  | Spawn “happy villager” effect (green crosses), used for bonemealing vegetation
  | Fire Aspect
+
|
 +
|}
 +
 
 +
Smoke directions:
 +
 
 +
{| class="wikitable"
 +
  ! ID
 +
! Direction
 
  |-
 
  |-
  | 17
+
  | 0
  | minecraft:looting
+
  | South-East
| Looting
 
 
  |-
 
  |-
  | 18
+
  | 1
  | minecraft:sweeping
+
  | South
| Sweeping Edge
 
 
  |-
 
  |-
  | 19
+
  | 2
  | minecraft:efficiency
+
  | South-West
| Efficiency
 
 
  |-
 
  |-
  | 20
+
  | 3
  | minecraft:silk_touch
+
  | East
| Silk Touch
 
 
  |-
 
  |-
  | 21
+
  | 4
  | minecraft:unbreaking
+
  | (Up or middle ?)
| Unbreaking
 
 
  |-
 
  |-
  | 22
+
  | 5
  | minecraft:fortune
+
  | West
| Fortune
 
 
  |-
 
  |-
  | 23
+
  | 6
  | minecraft:power
+
  | North-East
| Power
 
 
  |-
 
  |-
  | 24
+
  | 7
  | minecraft:punch
+
  | North
| Punch
 
 
  |-
 
  |-
  | 25
+
  | 8
| minecraft:flame
+
  | North-West
| Flame
 
|-
 
| 26
 
| minecraft:infinity
 
| Infinity
 
|-
 
| 27
 
| minecraft:luck_of_the_sea
 
| Luck of the Sea
 
|-
 
| 28
 
| minecraft:lure
 
| Lure
 
|-
 
| 29
 
| minecraft:loyalty
 
| Loyalty
 
|-
 
| 30
 
| minecraft:impaling
 
| Impaling
 
|-
 
| 31
 
| minecraft:riptide
 
| Riptide
 
|-
 
| 32
 
| minecraft:channeling
 
| Channeling
 
|-
 
| 33
 
| minecraft:multishot
 
| Multishot
 
  |-
 
| 34
 
| minecraft:quick_charge
 
| Quick Charge
 
|-
 
| 35
 
| minecraft:piercing
 
| Piercing
 
|-
 
| 36
 
| minecraft:mending
 
| Mending
 
|-
 
| 37
 
| minecraft:vanishing_curse
 
| Curse of Vanishing
 
 
  |}
 
  |}
  
==== Set Slot ====
+
==== Sound Effect ====
 +
 
 +
Used to play a sound effect on the client.
  
Sent by the server when an item in a slot (in a window) is added/removed.
+
Custom sounds may be added by resource packs.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,201: Line 1,996:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x16
+
  |rowspan="6"| 0x29
  |rowspan="4"| Play
+
  |rowspan="6"| Play
  |rowspan="4"| Client
+
  |rowspan="6"| Client
  | Window ID
+
  | Sound name
  | Byte
+
  | String
  | The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
+
  | All known sound effect names can be seen [https://github.com/SirCmpwn/Craft.Net/blob/master/source/Craft.Net.Common/SoundEffect.cs here]
 
  |-
 
  |-
  | State ID
+
  | Effect position X
  | VarInt
+
  | Int
  | See [[Protocol#Click_Window|State ID]]
+
  | Effect X multiplied by 8
 
  |-
 
  |-
  | Slot
+
  | Effect position Y
  | Short
+
  | Int
  | The slot that should be updated.
+
  | Effect Y multiplied by 8
 
  |-
 
  |-
  | Slot Data
+
  | Effect position Z
| [[Slot Data|Slot]]
+
  | Int
  |  
+
  | Effect Z multiplied by 8
  |}
 
 
 
To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.
 
 
 
This packet can only be used to edit the hotbar of the player's inventory if window ID is set to 0 (slots 36 through 44).  If the window ID is set to -2, then any slot in the inventory can be used but no add item animation will be played.
 
 
 
==== Set Cooldown ====
 
 
 
Applies a cooldown period to all items with the given type.  Used by the Notchian server with enderpearls.  This packet should be sent when the cooldown starts and also when the cooldown ends (to compensate for lag), although the client will end the cooldown automatically. Can be applied to any item, note that interactions still get sent to the server with the item but the client does not play the animation nor attempt to predict results (i.e block placing).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x17
+
  | Volume
|rowspan="2"| Play
+
  | Float
|rowspan="2"| Client
+
  | 1 is 100%, can be more
| Item ID
 
  | VarInt
 
  | Numeric ID of the item to apply a cooldown to.
 
 
  |-
 
  |-
  | Cooldown Ticks
+
  | Pitch
  | VarInt
+
  | Unsigned Byte
  | Number of ticks to apply a cooldown for, or 0 to clear the cooldown.
+
  | 63 is 100%, can be more
 
  |}
 
  |}
  
==== Plugin Message (clientbound) ====
+
==== Particle ====
  
{{Main|Plugin channels}}
+
Displays the named particle
 
 
Mods and plugins can use this to send their data. Minecraft itself uses several [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
 
 
 
More documentation on this: [https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,265: Line 2,036:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x18
+
  |rowspan="11"| 0x2A
  |rowspan="2"| Play
+
  |rowspan="11"| Play
  |rowspan="2"| Client
+
  |rowspan="11"| Client
  | Channel
+
  | Particle ID
  | Identifier
+
  | Int
  | Name of the [[plugin channel]] used to send the data.
+
  | See below
 
  |-
 
  |-
  | Data
+
  | Long Distance
  | Byte Array
+
  | Boolean
  | Any data, depending on the channel. <code>minecraft:</code> channels are documented [[plugin channel|here]].  The length of this array must be inferred from the packet length.
+
  | If true, particle distance increases from 256 to 65536
|}
 
 
 
==== Named Sound Effect ====
 
{{See also|#Sound Effect}}
 
 
 
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="7"| 0x19
+
  | X
|rowspan="7"| Play
+
  | Float
|rowspan="7"| Client
+
  | X position of the particle
| Sound Name
 
  | Identifier
 
  | All sound effect names as of 1.16.5 can be seen [https://pokechu22.github.io/Burger/1.16.5.html#sounds here].
 
 
  |-
 
  |-
  | Sound Category
+
  | Y
  | VarInt Enum
+
  | Float
  | The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
+
  | Y position of the particle
 
  |-
 
  |-
  | Effect Position X
+
  | Z
  | Int
+
  | Float
  | Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
+
  | Z position of the particle
 
  |-
 
  |-
  | Effect Position Y
+
  | Offset X
  | Int
+
  | Float
  | Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
+
  | This is added to the X position after being multiplied by random.nextGaussian()
 
  |-
 
  |-
  | Effect Position Z
+
  | Offset Y
  | Int
+
  | Float
  | Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
+
  | This is added to the Y position after being multiplied by random.nextGaussian()
 
  |-
 
  |-
  | Volume
+
  | Offset Z
 
  | Float
 
  | Float
  | 1 is 100%, can be more.
+
  | This is added to the Z position after being multiplied by random.nextGaussian()
 
  |-
 
  |-
  | Pitch
+
  | Particle Data
 
  | Float
 
  | Float
  | Float between 0.5 and 2.0 by Notchian clients.
+
  | The data of each particle
  |}
+
  |-
 
+
| Particle Count
==== Disconnect (play) ====
+
  | Int
 
+
  | The number of particles to create
Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
  ! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  | 0x1A
+
  | Data
  | Play
+
  | Array of VarInt
  | Client
+
  | Length depends on particle. "iconcrack" has length of 2, "blockcrack", and "blockdust" have lengths of 1, the rest have 0.
| Reason
 
| [[Chat]]
 
| Displayed to the client when the connection terminates.
 
 
  |}
 
  |}
  
==== Entity Status ====
+
Particle IDs:
 
 
Entity statuses generally trigger an animation for an entity.  The available statuses vary by the entity's type (and are available to subclasses of that type as well).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x1B
+
! Particle Name
  |rowspan="2"| Play
+
! Particle ID
  |rowspan="2"| Client
+
  |-
  | Entity ID
+
| explode
  | Int
+
  | 0
  |  
+
|-
 +
  | largeexplosion
 +
| 1
 +
  |-
 +
  | hugeexplosion
 +
  | 2
 
  |-
 
  |-
  | Entity Status
+
  | fireworksSpark
  | Byte Enum
+
  | 3
  | See [[Entity statuses]] for a list of which statuses are valid for each type of entity.
+
  |-
  |}
+
  | bubble
 
+
| 4
==== Explosion ====
 
 
 
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
 
 
 
Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="9"| 0x1C
+
  | splash
|rowspan="9"| Play
+
  | 5
|rowspan="9"| Client
 
| X
 
| Float
 
  |  
 
 
  |-
 
  |-
  | Y
+
  | wake
| Float
+
  | 6
  |  
 
 
  |-
 
  |-
  | Z
+
  | suspended
| Float
+
  | 7
  |  
 
 
  |-
 
  |-
  | Strength
+
  | depthsuspend
  | Float
+
  | 8
| A strength greater than or equal to 2.0 spawns a <code>minecraft:explosion_emitter</code> particle, while a lesser strength spawns a <code>minecraft:explosion</code> particle.
 
 
  |-
 
  |-
  | Record Count
+
  | crit
  | VarInt
+
  | 9
| Number of elements in the following array.
 
 
  |-
 
  |-
  | Records
+
  | magicCrit
  | Array of (Byte, Byte, Byte)
+
  | 10
| Each record is 3 signed bytes long; the 3 bytes are the XYZ (respectively) signed offsets of affected blocks.
 
 
  |-
 
  |-
  | Player Motion X
+
  | smoke
  | Float
+
  | 11
| X velocity of the player being pushed by the explosion.
 
 
  |-
 
  |-
  | Player Motion Y
+
  | largesmoke
  | Float
+
  | 12
| Y velocity of the player being pushed by the explosion.
 
 
  |-
 
  |-
  | Player Motion Z
+
  | spell
  | Float
+
  | 13
  | Z velocity of the player being pushed by the explosion.
+
  |-
  |}
+
  | instantSpell
 
+
| 14
==== Unload Chunk ====
 
 
 
Tells the client to unload a chunk column.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x1D
+
  | mobSpell
|rowspan="2"| Play
+
  | 15
|rowspan="2"| Client
 
| Chunk X
 
| Int
 
  | Block coordinate divided by 16, rounded down.
 
 
  |-
 
  |-
  | Chunk Z
+
  | mobSpellAmbient
  | Int
+
  | 16
| Block coordinate divided by 16, rounded down.
 
|}
 
 
 
It is legal to send this packet even if the given chunk is not currently loaded.
 
 
 
==== Change Game State ====
 
 
 
Used for a wide variety of game state things, from weather to bed use to gamemode to demo messages.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x1E
+
  | witchMagic
|rowspan="2"| Play
+
  | 17
|rowspan="2"| Client
 
| Reason
 
| Unsigned Byte
 
  | See below.
 
 
  |-
 
  |-
  | Value
+
  | dripWater
  | Float
+
  | 18
  | Depends on Reason.
+
  |-
  |}
+
  | dripLava
 
+
| 19
''Reason codes'':
+
  |-
 
+
  | angryVillager
{| class="wikitable"
+
  | 20
  ! Reason
 
  ! Effect
 
  ! Value
 
 
  |-
 
  |-
  | 0
+
  | happyVillager
  | No respawn block available
+
  | 21
| Note: Sends message 'block.minecraft.spawn.not_valid'(You have no home bed or charged respawn anchor, or it was obstructed) to the client.
 
 
  |-
 
  |-
  | 1
+
  | townaura
| End raining
+
  | 22
  |  
 
 
  |-
 
  |-
  | 2
+
  | note
| Begin raining
+
  | 23
  |  
 
 
  |-
 
  |-
  | 3
+
  | portal
  | Change gamemode
+
  | 24
| 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
 
 
  |-
 
  |-
  | 4
+
  | enchantmenttable
  | Win game
+
  | 25
| 0: Just respawn player. <br>1: Roll the credits and respawn player. <br> Note that 1 is only sent by notchian server when player has not yet achieved advancement "The end?", else 0 is sent.
 
 
  |-
 
  |-
  | 5
+
  | flame
  | Demo event
+
  | 26
| 0: Show welcome to demo screen<br> 101: Tell movement controls<br> 102: Tell jump control<br> 103: Tell inventory control<br> 104: Tell that the demo is over and print a message about how to take a screenshot.
 
|-
 
| 6
 
| Arrow hit player
 
| Note: Sent when any player is struck by an arrow.
 
 
  |-
 
  |-
  | 7
+
  | lava
  | Rain level change
+
  | 27
| Note: Seems to change both skycolor and lightning.<br>Rain level starting from 0 to 1.
 
 
  |-
 
  |-
  | 8
+
  | footstep
  | Thunder level change
+
  | 28
| Note: Seems to change both skycolor and lightning (same as Rain level change, but doesn't start rain). It also requires rain to render by notchian client.<br>Thunder level starting from 0 to 1.
 
 
  |-
 
  |-
  | 9
+
  | cloud
  | Play pufferfish sting sound.
+
  | 29
 
  |-
 
  |-
  | 10
+
  | reddust
| Play elder guardian mob appearance (effect and sound).
+
  | 30
  |  
 
 
  |-
 
  |-
  | 11
+
  | snowballpoof
  | Enable respawn screen
+
  | 31
  |  0: Enable respawn screen, 1: Immediately respawn (sent when the doImmediateRespawn gamerule changes).
+
  |-
  |}
+
| snowshovel
 
+
| 32
==== Open Horse Window ====
+
|-
 
+
| slime
This packet is used exclusively for opening the horse GUI. [[#Open Window|Open Window]] is used for all other GUIs. The client will not open the inventory if the Entity ID does not point to an horse-like animal.
+
  | 33
 
+
|-
{| class="wikitable"
+
  | heart
  ! Packet ID
+
| 34
  ! State
+
|-
  ! Bound To
+
| barrier
  ! Field Name
+
  | 35
  ! Field Type
+
  |-
  ! Notes
+
| iconcrack_(id)_(data)
 +
| 36
 +
  |-
 +
  | blockcrack_(id+(data<<12))
 +
  | 37
 +
  |-
 +
  | blockdust_(id)
 +
  | 38
 
  |-
 
  |-
  |rowspan="3"| 0x1F
+
  | droplet
|rowspan="3"| Play
+
  | 39
|rowspan="3"| Client
 
| Window ID
 
| Unsigned Byte
 
  |
 
 
  |-
 
  |-
  | Slot count
+
  | take
| VarInt
+
  | 40
  |
 
 
  |-
 
  |-
  | Entity ID
+
  | mobappearance
| Integer
+
  | 41
  |
 
 
  |}
 
  |}
  
==== Initialize World Border ====  
+
==== Change Game State ====
 +
 
 +
It appears when a bed can't be used as a spawn point and when the rain state changes.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,563: Line 2,230:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x20
+
  |rowspan="2"| 0x2B
  |rowspan="8"| Play
+
  |rowspan="2"| Play
  |rowspan="8"| Client
+
  |rowspan="2"| Client
  | X
+
  | Reason
  | Double
+
  | Unsigned Byte
  |  
+
  | See below
 
  |-
 
  |-
  | Z
+
  | Value
  | Double
+
  | Float
 +
| Depends on Reason
 +
|}
 +
 
 +
''Reason codes'':
 +
 
 +
{| class="wikitable"
 +
! Reason
 +
! Effect
 +
! Value
 +
|-
 +
| 0
 +
| Invalid Bed
 +
|
 +
|-
 +
| 1
 +
| End raining
 
  |  
 
  |  
 
  |-
 
  |-
  | Old Diameter
+
  | 2
  | Double
+
  | Begin raining
  | Current length of a single side of the world border, in meters.
+
  |  
 
  |-
 
  |-
  | New Diameter
+
  | 3
  | Double
+
  | Change game mode
  | Target length of a single side of the world border, in meters.
+
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator
 
  |-
 
  |-
  | Speed
+
  | 4
  | VarLong
+
  | Enter credits
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
+
  |  
 
  |-
 
  |-
  | Portal Teleport Boundary
+
  | 5
  | VarInt
+
  | Demo message
  | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984.
+
  | 0: Show welcome to demo screen, 101: Tell movement controls, 102: Tell jump control, 103: Tell inventory control
 +
|-
 +
| 6
 +
| Arrow hitting player
 +
| Appears to be played when an arrow strikes another player in Multiplayer
 
  |-
 
  |-
  | Warning Blocks
+
  | 7
  | VarInt
+
  | Fade value
  | In meters.
+
  | The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze
 
  |-
 
  |-
  | Warning Time
+
  | 8
  | VarInt
+
  | Fade time
  | In seconds as set by <code>/worldborder warning time</code>.
+
  | Time in ticks for the sky to fade
 
  |-
 
  |-
 +
| 10
 +
| Play mob appearance (effect and sound)
 +
| Unknown
 
  |}
 
  |}
  
The Notchian client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:
+
==== Spawn Global Entity ====
  
<syntaxhighlight lang="java">
+
With this packet, the server notifies the client of thunderbolts striking within a 512 block radius around the player. The coordinates specify where exactly the thunderbolt strikes.
distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
 
if (playerDistance < distance) {
 
    warning = 1.0 - playerDistance / distance;
 
} else {
 
    warning = 0.0;
 
}
 
</syntaxhighlight>
 
 
 
==== Keep Alive (clientbound) ====
 
 
 
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same payload (see [[#Keep Alive (serverbound)|serverbound Keep Alive]]). If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.
 
 
 
The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,625: Line 2,302:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x21
+
  |rowspan="5"| 0x2C
  | Play
+
  |rowspan="5"| Play
  | Client
+
  |rowspan="5"| Client
  | Keep Alive ID
+
  | Entity ID
  | Long
+
  | VarInt
  |  
+
| The EID of the thunderbolt
 +
|-
 +
| Type
 +
| Byte
 +
| The global entity type, currently always 1 for thunderbolt
 +
|-
 +
| X
 +
| Int
 +
| Thunderbolt X, a [[Data Types#Fixed-point numbers|fixed-point number]]
 +
|-
 +
| Y
 +
  | Int
 +
| Thunderbolt Y, a [[Data Types#Fixed-point numbers|fixed-point number]]
 +
|-
 +
| Z
 +
| Int
 +
| Thunderbolt Z, a [[Data Types#Fixed-point numbers|fixed-point number]]
 
  |}
 
  |}
  
==== Chunk Data And Update Light ====
+
==== Open Window ====
{{Main|Chunk Format}}
 
{{See also|#Unload Chunk}}
 
  
{{Need Info|How do biomes work now?  The biome change happened at the same time as the seed change, but it's not clear how/if biomes could be computed given that it's not the actual seed...  ([https://www.reddit.com/r/Mojira/comments/e5at6i/a_discussion_for_the_changes_to_how_biomes_are/ /r/mojira discussion] which notes that it seems to be some kind of interpolation, and 3D biomes are only used in the nether)}}
+
This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory.
 
 
The server only sends skylight information for chunk pillars in the {{Minecraft Wiki|Overworld}}, it's up to the client to know in which dimension the player is currently located. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent.  This packet also sends all block entities in the chunk (though sending them is not required; it is still legal to send them with [[#Block Entity Data|Block Entity Data]] later).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,645: Line 2,334:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="25"| 0x22
+
  |rowspan="5"| 0x2D
  |rowspan="25"| Play
+
  |rowspan="5"| Play
  |rowspan="25"| Client
+
  |rowspan="5"| Client
  |colspan="2"| Chunk X
+
  | Window ID
  |colspan="2"| Int
+
  | Unsigned Byte
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
 
  |-
 
  |-
  |colspan="2"| Chunk Z
+
  | Window Type
  |colspan="2"| Int
+
  | String
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | The window type to use for display. See [[Inventory]] for a list.
 
  |-
 
  |-
  |colspan="2"| Heightmaps
+
  | Window Title
  |colspan="2"| [[NBT]]
+
  | [[Chat]]
  | Compound containing one long array named <code>MOTION_BLOCKING</code>, which is a heightmap for the highest solid block at each position in the chunk (as a compacted long array with 256 entries, with the number of bits per entry varying depending on the world's height, defined by the formula <code>ceil(log2(height + 1))</code>). The Notchian server also adds a <code>WORLD_SURFACE</code> long array, the purpose of which is unknown, but it's not required for the chunk to be accepted.
+
  | The title of the window
 
  |-
 
  |-
  |colspan="2"| Size
+
  | Number Of Slots
  |colspan="2"| VarInt
+
  | Unsigned Byte
  | Size of Data in bytes
+
  | Number of slots in the window (excluding the number of slots in the player inventory)
 
  |-
 
  |-
  |colspan="2"| Data
+
  | Entity ID
|colspan="2"| Byte array
+
  | Optional Int
| See [[Chunk Format#Data structure|data structure]] in Chunk Format
+
  | EntityHorse's EID. Only sent when Window Type is “EntityHorse”
|-
+
  |}
|colspan="2"| Number of block entities
+
 
|colspan="2"| VarInt
+
See [[Inventory]] for further information.
| Number of elements in the following array
+
 
|-
+
==== Close Window ====
|rowspan="4" | Block Entity
 
  | Packed XZ
 
|rowspan="4" | Array
 
| Byte
 
| The packed section coordinates, calculated from <code><nowiki>((blockX & 15) << 4) | (blockZ & 15)</nowiki></code>
 
|-
 
| Y
 
| Short
 
| The height relative to the world
 
|-
 
| Type
 
| VarInt
 
| The type of block entity
 
|-
 
  | Data
 
| [[NBT]]
 
| The block entity's data, without the X, Y, and Z values
 
|-
 
|colspan="2"| Trust Edges
 
|colspan="2"| Boolean
 
| If edges should be trusted for light updates.
 
|-
 
|colspan="2"| Sky Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below.  The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
 
|-
 
|colspan="2"| Block Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Empty Sky Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Empty Block Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Sky Light array count
 
|colspan="2"| VarInt
 
| Number of entries in the following array; should match the number of bits set in Sky Light Mask
 
|-
 
|rowspan="2"| Sky Light arrays
 
| Length
 
|rowspan="2"| Array
 
| VarInt
 
| Length of the following array in bytes (always 2048)
 
|-
 
| Sky Light array
 
| Array of 2048 bytes
 
| There is 1 array for each bit set to true in the sky light mask, starting with the lowest value.  Half a byte per light value.
 
|-
 
|colspan="2"| Block Light array count
 
|colspan="2"| VarInt
 
| Number of entries in the following array; should match the number of bits set in Block Light Mask
 
|-
 
|rowspan="2"| Block Light arrays
 
| Length
 
|rowspan="2"| Array
 
| VarInt
 
| Length of the following array in bytes (always 2048)
 
|-
 
| Block Light array
 
| Array of 2048 bytes
 
| There is 1 array for each bit set to true in the block light mask, starting with the lowest value.  Half a byte per light value.
 
  |}
 
 
 
Note that the Notchian client requires an [[#Update View Position|Update View Position]] packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.
 
 
 
The compacted array format has been adjusted so that individual entries no longer span across multiple longs, affecting the main data array and heightmaps.
 
 
 
New format, 5 bits per block, containing the following references to blocks in a palette (not shown): <span style="border: solid 2px hsl(0, 90%, 60%)">1</span><span style="border: solid 2px hsl(30, 90%, 60%)">2</span><span style="border: solid 2px hsl(60, 90%, 60%)">2</span><span style="border: solid 2px hsl(90, 90%, 60%)">3</span><span style="border: solid 2px hsl(120, 90%, 60%)">4</span><span style="border: solid 2px hsl(150, 90%, 60%)">4</span><span style="border: solid 2px hsl(180, 90%, 60%)">5</span><span style="border: solid 2px hsl(210, 90%, 60%)">6</span><span style="border: solid 2px hsl(240, 90%, 60%)">6</span><span style="border: solid 2px hsl(270, 90%, 60%)">4</span><span style="border: solid 2px hsl(300, 90%, 60%)">8</span><span style="border: solid 2px hsl(330, 90%, 60%)">0</span><span style="border: solid 2px hsl(0, 90%, 30%)">7</span><span style="border: solid 2px hsl(30, 90%, 30%)">4</span><span style="border: solid 2px hsl(60, 90%, 30%)">3</span><span style="border: solid 2px hsl(90, 90%, 30%)">13</span><span style="border: solid 2px hsl(120, 90%, 30%)">15</span><span style="border: solid 2px hsl(150, 90%, 30%)">16</span><span style="border: solid 2px hsl(180, 90%, 30%)">9</span><span style="border: solid 2px hsl(210, 90%, 30%)">14</span><span style="border: solid 2px hsl(240, 90%, 30%)">10</span><span style="border: solid 2px hsl(270, 90%, 30%)">12</span><span style="border: solid 2px hsl(300, 90%, 30%)">0</span><span style="border: solid 2px hsl(330, 90%, 30%)">2</span>
 
 
 
<code>0020863148418841</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 60%)">00000</span><span style="outline: solid 2px hsl(300, 90%, 60%)">01000</span><span style="outline: solid 2px hsl(270, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(240, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(210, 90%, 60%)">00110</span><span style="outline: solid 2px hsl(180, 90%, 60%)">00101</span><span style="outline: solid 2px hsl(150, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(120, 90%, 60%)">00100</span><span style="outline: solid 2px hsl(90, 90%, 60%)">00011</span><span style="outline: solid 2px hsl(60, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(30, 90%, 60%)">00010</span><span style="outline: solid 2px hsl(0, 90%, 60%)">00001</span></code><br>
 
<code>01018A7260F68C87</code> <code><span style="outline: dashed 2px black">0000</span><span style="outline: solid 2px hsl(330, 90%, 30%)">00010</span><span style="outline: solid 2px hsl(300, 90%, 30%)">00000</span><span style="outline: solid 2px hsl(270, 90%, 30%)">01100</span><span style="outline: solid 2px hsl(240, 90%, 30%)">01010</span><span style="outline: solid 2px hsl(210, 90%, 30%)">01110</span><span style="outline: solid 2px hsl(180, 90%, 30%)">01001</span><span style="outline: solid 2px hsl(150, 90%, 30%)">10000</span><span style="outline: solid 2px hsl(120, 90%, 30%)">01111</span><span style="outline: solid 2px hsl(90, 90%, 30%)">01101</span><span style="outline: solid 2px hsl(60, 90%, 30%)">00011</span><span style="outline: solid 2px hsl(30, 90%, 30%)">00100</span><span style="outline: solid 2px hsl(0, 90%, 30%)">00111</span></code>
 
  
==== Effect ====
+
This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open.
Sent when a client is to play a sound or particle effect.
 
  
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1023 (wither spawn), effect 1028 (enderdragon death), and effect 1038 (end portal opening); it is ignored on other effects.
+
Note, notchian clients send a close window packet with Window ID 0 to close their inventory even though there is never an [[#Open Window|Open Window]] packet for inventory.  
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 2,765: Line 2,378:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x23
+
  | 0x2E
  |rowspan="4"| Play
+
  |rowspan="1"| Play
  |rowspan="4"| Client
+
  |rowspan="1"| Client
  | Effect ID
+
  | Window ID
  | Int
+
  | Unsigned Byte
  | The ID of the effect, see below.
+
  | This is the ID of the window that was closed. 0 for inventory.
|-
 
| Location
 
| Position
 
| The location of the effect.
 
|-
 
| Data
 
| Int
 
| Extra data for certain effects, see below.
 
|-
 
| Disable Relative Volume
 
| Boolean
 
| See above.
 
 
  |}
 
  |}
  
Effect IDs:
+
==== Set Slot ====
 +
 
 +
Sent by the server when an item in a slot (in a window) is added/removed.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! ID
+
  ! Packet ID
  ! Name
+
  ! State
  ! Data
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
! Notes
 
  |-
 
  |-
  !colspan="3"| Sound
+
  |rowspan="3"| 0x2F
 +
|rowspan="3"| Play
 +
|rowspan="3"| Client
 +
| Window ID
 +
| Byte
 +
| The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
 
  |-
 
  |-
  | 1000
+
  | Slot
  | Dispenser dispenses
+
  | Short
  |  
+
  | The slot that should be updated
 
  |-
 
  |-
  | 1001
+
  | Slot Data
  | Dispenser fails to dispense
+
  | [[Slot Data|Slot]]
|
 
|-
 
| 1002
 
| Dispenser shoots
 
 
  |  
 
  |  
 +
|}
 +
 +
To set the curser (the item currently dragged with the mouse), use -1 as Window ID and as Slot
 +
 +
==== Window Items ====
 +
 +
[[File:Inventory-slots.png|thumb|The inventory slots]]
 +
 +
Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots.
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1003
+
  |rowspan="3"| 0x30
  | Ender eye launched
+
|rowspan="3"| Play
  |  
+
|rowspan="3"| Client
 +
| Window ID
 +
  | Unsigned Byte
 +
  | The ID of window which items are being sent for. 0 for player inventory.
 
  |-
 
  |-
  | 1004
+
  | Count
  | Firework shot
+
  | Short
  |  
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 1005
+
  | Slot Data
  | Iron door opened
+
  | Array of [[Slot Data|Slot]]
 
  |  
 
  |  
 +
|}
 +
 +
See [[Inventory#Windows|inventory windows]] for further information about how slots are indexed.
 +
 +
==== Window Property ====
 +
 +
This packet is used to inform the client that part of a GUI window should be updated.
 +
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1006
+
  |rowspan="3"| 0x31
  | Wooden door opened
+
|rowspan="3"| Play
 +
|rowspan="3"| Client
 +
| Window ID
 +
  | Unsigned Byte
 
  |  
 
  |  
 
  |-
 
  |-
  | 1007
+
  | Property
  | Wooden trapdoor opened
+
  | Short
  |  
+
  | The property to be updated, see below
 
  |-
 
  |-
  | 1008
+
  | Value
  | Fence gate opened
+
  | Short
  |  
+
  | The new value for the property, see below
 +
|}
 +
 
 +
The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.
 +
 
 +
{| class="wikitable"
 
  |-
 
  |-
  | 1009
+
  ! Window type
  | Fire extinguished
+
  ! Property
  |
+
  ! Value
 
  |-
 
  |-
  | 1010
+
  |rowspan="4"| Furnace
  | Play record
+
  | 0: Fire icon (fuel left)
  | Special case, see below for more info.
+
  | counting from fuel burn time down to 0 (in-game ticks)
 
  |-
 
  |-
  | 1011
+
  | 1: Maximum fuel burn time
| Iron door closed
+
  | fuel burn time or 0 (in-game ticks)
  |  
 
 
  |-
 
  |-
  | 1012
+
  | 2: Progress arrow
| Wooden door closed
+
  | 0–200 (in-game ticks)
  |  
 
 
  |-
 
  |-
  | 1013
+
  | 3: Maximum progress
| Wooden trapdoor closed
+
  | always 200
  |  
 
 
  |-
 
  |-
  | 1014
+
  |rowspan="7"| Enchantment Table
  | Fence gate closed
+
  | 0: Level requirement for top enchantment slot
  |  
+
  |rowspan="3"| The enchantment's xp level requirement
 
  |-
 
  |-
  | 1015
+
  | 1: Level requirement for middle enchantment slot
| Ghast warns
 
|
 
 
  |-
 
  |-
  | 1016
+
  | 2: Level requirement for bottom enchantment slot
| Ghast shoots
 
|
 
 
  |-
 
  |-
  | 1017
+
  | 3: The seed for generating the enchantments view for the client
| Enderdragon shoots
+
  | Unknown
  |  
 
 
  |-
 
  |-
  | 1018
+
  | 4: Enchantment shown on mouse hover over top enchantment slot
  | Blaze shoots
+
  |rowspan="3"| The enchantment id (set to -1 to hide it)
|  
 
 
  |-
 
  |-
  | 1019
+
  | 5: Enchantment shown on mouse hover over middle enchantment slot
| Zombie attacks wood door
 
|
 
 
  |-
 
  |-
  | 1020
+
  | 6: Enchantment shown on mouse hover over bottom enchantment slot
| Zombie attacks iron door
 
|
 
 
  |-
 
  |-
  | 1021
+
  |rowspan="3"| Beacon
  | Zombie breaks wood door
+
  | 0: Power level
  |
+
  | Unknown
 
  |-
 
  |-
  | 1022
+
  | 1: First potion effect
| Wither breaks block
+
  | Unknown
  |
 
 
  |-
 
  |-
  | 1023
+
  | 2: Second potion effect
| Wither spawned
+
  | Unknown
  |  
 
 
  |-
 
  |-
  | 1024
+
  | Anvil
  | Wither shoots
+
  | 0: Repair cost
  |
+
  | The repair's cost in xp levels
 
  |-
 
  |-
  | 1025
+
  | Brewing Stand
  | Bat takes off
+
  | 0: Brew time
  |
+
  | 0–400, with 400 making the arrow empty, and 0 making the arrow full
 +
|}
 +
 
 +
==== Confirm Transaction ====
 +
 
 +
A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag).
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1026
+
  |rowspan="3"| 0x32
  | Zombie infects
+
|rowspan="3"| Play
  |
+
|rowspan="3"| Client
 +
| Window ID
 +
  | Byte
 +
  | The ID of the window that the action occurred in
 
  |-
 
  |-
  | 1027
+
  | Action Number
  | Zombie villager converted
+
  | Short
  |
+
  | Every action that is to be accepted has a unique number. This field corresponds to that number.
 
  |-
 
  |-
  | 1028
+
  | Accepted
  | Ender dragon death
+
  | Boolean
  |
+
  | Whether the action was accepted
  |-
+
  |}
| 1029
+
 
  | Anvil destroyed
+
==== Update Sign ====
  |
+
 
  |-
+
This message is sent from the server to the client whenever a sign is discovered or created. This message is NOT sent when a sign is destroyed or unloaded.
  | 1030
+
 
  | Anvil used
+
{| class="wikitable"
  |
+
  ! Packet ID
 +
  ! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | 1031
+
  |rowspan="5"| 0x33
  | Anvil landed
+
  |rowspan="5"| Play
  |
+
  |rowspan="5"| Client
|-
+
  | Location
  | 1032
+
  | Position
  | Portal travel
 
 
  |  
 
  |  
 
  |-
 
  |-
  | 1033
+
  | Line 1
  | Chorus flower grown
+
  | [[Chat]]
  |
+
  | First line of text in the sign
 
  |-
 
  |-
  | 1034
+
  | Line 2
  | Chorus flower died
+
  | [[Chat]]
  |  
+
  | Second line of text in the sign
 
  |-
 
  |-
  | 1035
+
  | Line 3
  | Brewing stand brewed
+
  | [[Chat]]
  |
+
  | Third line of text in the sign
 
  |-
 
  |-
  | 1036
+
  | Line 4
  | Iron trapdoor opened
+
  | [[Chat]]
  |  
+
  | Fourth line of text in the sign
 +
|}
 +
 
 +
==== Map ====
 +
 
 +
Updates a rectangular area on a map.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
!colspan="2"| Field Name
 +
!colspan="2"| Field Type
 +
! Notes
 
  |-
 
  |-
  | 1037
+
  |rowspan="12"| 0x34
  | Iron trapdoor closed
+
|rowspan="12"| Play
  |
+
|rowspan="12"| Client
 +
  |colspan="2"| Item Damage
 +
|colspan="2"| VarInt
 +
  | The damage value (map ID) of the map being modified
 
  |-
 
  |-
  | 1038
+
  |colspan="2"| Scale
| End portal created in overworld
+
  |colspan="2"| Byte
|
+
  |  
|-
 
| 1039
 
| Phantom bites
 
|
 
|-
 
| 1040
 
| Zombie converts to drowned
 
|
 
|-
 
  | 1041
 
| Husk converts to zombie by drowning
 
|
 
|-
 
| 1042
 
| Grindstone used
 
|
 
|-
 
| 1043
 
| Book page turned
 
|
 
|-
 
|-
 
!colspan="3"| Particle
 
|-
 
| 1500
 
| Composter composts
 
|
 
|-
 
| 1501
 
| Lava converts block (either water to stone, or removes existing blocks such as torches)
 
|
 
|-
 
| 1502
 
| Redstone torch burns out
 
  |
 
 
  |-  
 
  |-  
  | 1503
+
  |colspan="2"| Icon Count
  | Ender eye placed
+
  |colspan="2"| VarInt
  |
+
  | Number of elements in the following array
 
  |-
 
  |-
  | 2000
+
  |rowspan="3"| Icon
  | Spawns 10 smoke particles, e.g. from a fire
+
| Direction And Type
  | Direction, see below.
+
  |rowspan="3"| Array
 +
| Byte
 +
  | 0xF0 = Direction, 0x0F = Type
 
  |-
 
  |-
  | 2001
+
  | X
  | Block break + block break sound
+
  | Byte
| Block state, as an index into the global palette.
 
|-
 
| 2002
 
| Splash potion. Particle effect + glass break sound.
 
| RGB color as an integer (e.g. 8364543 for #7FA1FF).
 
|-
 
| 2003
 
| Eye of Ender entity break animation — particles and sound
 
 
  |  
 
  |  
 
  |-
 
  |-
  | 2004
+
  | Z
  | Mob spawn particle effect: smoke + flames
+
  | Byte
 
  |  
 
  |  
 +
|-
 +
|colspan="2"| Columns
 +
|colspan="2"| Byte
 +
| Number of columns updated
 
  |-
 
  |-
  | 2005
+
  |colspan="2"| Rows
  | Bonemeal particles
+
  |colspan="2"| Optional Byte
  | How many particles to spawn (if set to 0, 15 are spawned).
+
  | Only if Columns is more than 0; number of rows updated
 
  |-
 
  |-
  | 2006
+
  |colspan="2"| X
  | Dragon breath
+
  |colspan="2"| Optional Byte
  |
+
  | Only if Columns is more than 0; x offset of the westernmost column
 
  |-
 
  |-
  | 2007
+
  |colspan="2"| Z
  | Instant splash potion. Particle effect + glass break sound.
+
  |colspan="2"| Optional Byte
  | RGB color as an integer (e.g. 8364543 for #7FA1FF).
+
  | Only if Columns is more than 0; z offset of the northernmost row
 
  |-
 
  |-
  | 2008
+
  |colspan="2"| Length
| Ender dragon destroys block
+
  |colspan="2"| Optional VarInt
|
+
  | Only if Columns is more than 0; length of the following array
  |-
 
| 2009
 
| Wet sponge vaporizes in nether
 
  |
 
 
  |-
 
  |-
  | 3000
+
  |colspan="2"| Data
| End gateway spawn
+
  |colspan="2"| Optional Array of Unsigned Byte
|
+
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
|-
 
| 3001
 
| Enderdragon growl
 
|
 
|-
 
| 3002
 
| Electric spark
 
|
 
|-
 
| 3003
 
| Copper apply wax
 
|
 
|-
 
| 3004
 
  | Copper remove wax
 
|
 
|-
 
| 3005
 
| Copper scrape oxidation
 
|
 
|}
 
 
 
Smoke directions:
 
 
 
{| class="wikitable"
 
! ID
 
! Direction
 
|-
 
  | 0
 
| Down
 
|-
 
| 1
 
| Up
 
|-
 
| 2
 
| North
 
|-
 
| 3
 
| South
 
|-
 
| 4
 
| West
 
|-
 
| 5
 
| East
 
 
  |}
 
  |}
  
Play record: This is actually a special case within this packet. You can start/stop a record at a specific location. Use a valid {{Minecraft Wiki|Music Discs|Record ID}} to start a record (or overwrite a currently playing one), any other value will stop the record.  See [[Data Generators]] for information on item IDs.
+
==== Update Block Entity ====
 
 
==== Particle ====
 
  
Displays the named particle
+
Essentially a block update on a block entity.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,093: Line 2,676:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="11"| 0x24
+
  |rowspan="3"| 0x35
  |rowspan="11"| Play
+
  |rowspan="3"| Play
  |rowspan="11"| Client
+
  |rowspan="3"| Client
  | Particle ID
+
  | Location
  | Int
+
  | Position
  | The particle ID listed in [[#Particle|the particle data type]].
+
  |  
 
  |-
 
  |-
  | Long Distance
+
  | Action
  | Boolean
+
  | Unsigned Byte
  | If true, particle distance increases from 256 to 65536.
+
  | The type of update to perform, see below
 
  |-
 
  |-
  | X
+
  | NBT Data
  | Double
+
  | Optional [[NBT|NBT Tag]]
| X position of the particle.
+
  | If not present then it's a TAG_END (0)
|-
 
| Y
 
| Double
 
| Y position of the particle.
 
|-
 
| Z
 
| Double
 
| Z position of the particle.
 
|-
 
| Offset X
 
| Float
 
| This is added to the X position after being multiplied by <code>random.nextGaussian()</code>.
 
|-
 
| Offset Y
 
  | Float
 
| This is added to the Y position after being multiplied by <code>random.nextGaussian()</code>.
 
|-
 
| Offset Z
 
| Float
 
| This is added to the Z position after being multiplied by <code>random.nextGaussian()</code>.
 
|-
 
| Particle Data
 
| Float
 
| The data of each particle.
 
|-
 
| Particle Count
 
| Int
 
| The number of particles to create.
 
|-
 
| Data
 
| Varies
 
| The variable data listed in [[#Particle|the particle data type]].
 
 
  |}
 
  |}
  
==== Update Light ====
+
''Action'' field:
  
Updates light levels for a chunk.  See {{Minecraft Wiki|Light}} for information on how lighting works in Minecraft.
+
* '''1''': Set SpawnPotentials of a mob spawner
 +
* '''2''': Set command block text (command and last execution status)
 +
* '''3''': Set the level, primary, and secondary powers of a beacon
 +
* '''4''': Set rotation and skin of mob head
 +
* '''5''': Set type of flower in flower pot
 +
* '''6''': Set base color and patterns on a banner
 +
 
 +
==== Open Sign Editor ====
 +
 
 +
Sent when the client has placed a sign and is allowed to send [[#Update Sign 2|Update Sign]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,149: Line 2,709:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
! Field Name
 +
! Field Type
 +
! Notes
 +
|-
 +
|rowspan="1"| 0x36
 +
|rowspan="1"| Play
 +
|rowspan="1"| Client
 +
| Location
 +
| Position
 +
|
 +
|}
 +
 
 +
==== Statistics ====
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
  !colspan="2"| Field Name
 
  !colspan="2"| Field Type
 
  !colspan="2"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="13"| 0x25
+
  |rowspan="3"| 0x37
  |rowspan="13"| Play
+
  |rowspan="3"| Play
  |rowspan="13"| Client
+
  |rowspan="3"| Client
  |colspan="2"| Chunk X
+
  |colspan="2"| Count
 
  |colspan="2"| VarInt
 
  |colspan="2"| VarInt
  | Chunk coordinate (block coordinate divided by 16, rounded down)
+
  | Number of elements in the following array
 
  |-
 
  |-
|colspan="2"| Chunk Z
+
  |rowspan="2"| Statistic
|colspan="2"| VarInt
+
  | Name
| Chunk coordinate (block coordinate divided by 16, rounded down)
 
|-
 
|colspan="2"| Trust Edges
 
|colspan="2"| Boolean
 
| If edges should be trusted for light updates.
 
|-
 
|colspan="2"| Sky Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Sky Light array below.  The least significant bit is for blocks 16 blocks to 1 block below the min world height (one section below the world), while the most significant bit covers blocks 1 to 16 blocks above the max world height (one section above the world).
 
|-
 
|colspan="2"| Block Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has data in the Block Light array below.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Empty Sky Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Sky Light data.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Empty Block Light Mask
 
|colspan="2"| BitSet
 
| BitSet containing bits for each section in the world + 2.  Each set bit indicates that the corresponding 16×16×16 chunk section has all zeros for its Block Light data.  The order of bits is the same as in Sky Light Mask.
 
|-
 
|colspan="2"| Sky Light array count
 
|colspan="2"| VarInt
 
| Number of entries in the following array; should match the number of bits set in Sky Light Mask
 
|-
 
  |rowspan="2"| Sky Light arrays
 
  | Length
 
 
  |rowspan="2"| Array
 
  |rowspan="2"| Array
  | VarInt
+
  | String
  | Length of the following array in bytes (always 2048)
+
  | [https://gist.github.com/thinkofdeath/a1842c21a0cf2e1fb5e0 https://gist.github.com/thinkofdeath/a1842c21a0cf2e1fb5e0]
 
  |-
 
  |-
  | Sky Light array
+
  | Value
| Array of 2048 bytes
 
| There is 1 array for each bit set to true in the sky light mask, starting with the lowest value.  Half a byte per light value.
 
|-
 
|colspan="2"| Block Light array count
 
|colspan="2"| VarInt
 
| Number of entries in the following array; should match the number of bits set in Block Light Mask
 
|-
 
|rowspan="2"| Block Light arrays
 
| Length
 
|rowspan="2"| Array
 
 
  | VarInt
 
  | VarInt
  | Length of the following array in bytes (always 2048)
+
  | The amount to set it to
|-
 
| Block Light array
 
| Array of 2048 bytes
 
| There is 1 array for each bit set to true in the block light mask, starting with the lowest value.  Half a byte per light value.
 
 
  |}
 
  |}
  
A bit will never be set in both the block light mask and the empty block light mask, though it may be present in neither of them (if the block light does not need to be updated for the corresponding chunk section).  The same applies to the sky light mask and the empty sky light mask.
+
==== Player List Item ====
  
==== Join Game ====
+
Sent by the notchian server to update the user list (<tab> in the client).
 
 
See [[Protocol Encryption]] for information on logging in.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,223: Line 2,757:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="4"| Field Name
  ! Field Type
+
  !colspan="3"| Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="17"| 0x26
+
  |rowspan="19"| 0x38
  |rowspan="17"| Play
+
  |rowspan="19"| Play
  |rowspan="17"| Client
+
  |rowspan="19"| Client
  | Entity ID
+
  |colspan="4"| Action
  | Int
+
  |colspan="3"| VarInt
  | The player's Entity ID (EID).
+
  | Determines the rest of the Player format after the UUID
 
  |-
 
  |-
  | Is hardcore
+
  |colspan="4"| Number Of Players
  | Boolean
+
  |colspan="3"| VarInt
  |
+
  | Number of elements in the following array
 
  |-
 
  |-
  | Gamemode
+
  |rowspan="17"| Player
  | Unsigned Byte
+
|colspan="3"| UUID
  | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator.
+
  |rowspan="17"| Array
 +
  |colspan="2"| UUID
 +
|
 
  |-
 
  |-
  | Previous Gamemode
+
  ! Action
  | Byte
+
!colspan="2"| Field Name
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. Defaults to -1 if there is no previous gamemode. (More information needed)
+
  !colspan="2"|  
 +
  !
 
  |-
 
  |-
  | World Count
+
  |rowspan="10"| 0: add player
  | VarInt
+
|colspan="2"| Name
  | Size of the following array.
+
  |colspan="2"| String
 +
  |  
 
  |-
 
  |-
  | World Names
+
  |colspan="2"| Number Of Properties
  | Array of Identifier
+
  |colspan="2"| VarInt
  | Identifiers for all worlds on the server.
+
  | Number of elements in the following array
 
  |-
 
  |-
  | Dimension Codec
+
  |rowspan="4"| Property
  | [[NBT|NBT Tag Compound]]
+
| Name
  | The full extent of these is still unknown, but the tag represents a dimension and biome registry. See below for the vanilla default.
+
  |rowspan="4"| Array
 +
| String
 +
  |  
 
  |-
 
  |-
  | Dimension
+
  | Value
  | [[NBT|NBT Tag Compound]]
+
  | String
  | Valid dimensions are defined per dimension registry sent before this. The structure of this tag is a dimension type (see below).
+
  |  
 
  |-  
 
  |-  
  | World Name
+
  | Is Signed
  | Identifier
+
  | Boolean
  | Name of the world being spawned into.
+
  |  
 +
|-
 +
| Signature
 +
| Optional String
 +
| Only if Is Signed is true
 
  |-
 
  |-
  | Hashed seed
+
  |colspan="2"| Gamemode
  | Long
+
  |colspan="2"| VarInt
  | First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
+
  |  
 
  |-
 
  |-
  | Max Players
+
  |colspan="2"| Ping
  | VarInt
+
  |colspan="2"| VarInt
  | Was once used by the client to draw the player list, but now is ignored.
+
  |  
 
  |-
 
  |-
  | View Distance
+
  |colspan="2"| Has Display Name
  | VarInt
+
  |colspan="2"| Boolean
  | Render distance (2-32).
+
  |  
 
  |-
 
  |-
  | Simulation Distance
+
  |colspan="2"| Display Name
  | VarInt
+
  |colspan="2"| Optional [[Chat]]
  | The distance that the client will process specific things, such as entities.
+
  | Only if Has Display Name is true
 
  |-
 
  |-
  | Reduced Debug Info
+
  | 1: update gamemode
  | Boolean
+
  |colspan="2"| Gamemode
  | If true, a Notchian client shows reduced information on the {{Minecraft Wiki|debug screen}}. For servers in development, this should almost always be false.
+
|colspan="2"| VarInt
 +
|
 +
|-
 +
| 2: update latency
 +
|colspan="2"| Ping
 +
  |colspan="2"| VarInt
 +
  |
 
  |-
 
  |-
  | Enable respawn screen
+
  |rowspan="2"| 3: update display name
  | Boolean
+
|colspan="2"| Has Display Name
  | Set to false when the doImmediateRespawn gamerule is true.
+
  |colspan="2"| Boolean
 +
  |  
 
  |-
 
  |-
  | Is Debug
+
  |colspan="2"| Display Name
  | Boolean
+
  |colspan="2"| Optional [[Chat]]
  | True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
+
  | Only send if Has Display Name is true
 
  |-
 
  |-
  | Is Flat
+
  | 4: remove player
  | Boolean
+
  |colspan="2"| ''no fields''
  | True if the world is a {{Minecraft Wiki|superflat}} world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
+
  |colspan="2"| ''no fields''
  |}
+
|  
 
+
  |}
  
The '''Dimension Codec''' NBT Tag Compound ([https://gist.githubusercontent.com/BomBardyGamer/c075a7a34b51f2df9d5aabdd2a762f4f/raw/c7352784dfadbca00d2282aeca04ed80081bfb09/dimension_codec.snbt Default value in SNBT]) includes two registries: "minecraft:dimension_type" and "minecraft:worldgen/biome".
+
The Property field looks as in the response of [[Mojang API#UUID -> Profile + Skin/Cape]], except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at [[Mojang API#UUID -> Profile + Skin/Cape]]. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.
 +
 
 +
==== Player Abilities ====
 +
 
 +
The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.
  
 
{| class="wikitable"
 
{| class="wikitable"
  !Name
+
  ! Packet ID
  !Type
+
! State
  !style="width: 250px;" colspan="2"| Notes
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | minecraft:dimension_type
+
  |rowspan="3"| 0x39
  | TAG_Compound
+
|rowspan="3"| Play
  | The dimension type registry (see below).
+
|rowspan="3"| Client
 +
| Flags
 +
  | Byte
 +
  | Bit field, see below
 +
|-
 +
| Flying Speed
 +
| Float
 +
|
 
  |-
 
  |-
  | minecraft:worldgen/biome
+
  | Field of View Modifier
  | TAG_Compound
+
  | Float
  | The biome registry (see below).
+
  | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed (send in the [[Protocol#Entity_Properties|Entity Properties]] packet).
 
  |}
 
  |}
  
Dimension type registry:
+
About the flags:
 
 
 
{| class="wikitable"
 
{| class="wikitable"
!Name
 
!Type
 
!style="width: 250px;" colspan="2"| Notes
 
 
  |-
 
  |-
  | type
+
  ! Field
  | TAG_String
+
  ! Bit
| The name of the registry. Always "minecraft:dimension_type".
 
 
  |-
 
  |-
  | value
+
  | Invulnerable
  | TAG_List
+
  | 0x01
| List of dimension types registry entries (see below).
 
|}
 
 
 
Dimension type registry entry:
 
 
 
{| class="wikitable"
 
!Name
 
!Type
 
!style="width: 250px;" colspan="2"| Notes
 
 
  |-
 
  |-
  | name
+
  | Flying
  | TAG_String
+
  | 0x02
| The name of the dimension type (for example, "minecraft:overworld").
 
 
  |-
 
  |-
  | id
+
  | Allow Flying
  | TAG_Int
+
  | 0x04
| The protocol ID of the dimension (matches the index of the element in the registry list).
 
 
  |-
 
  |-
  | element
+
  | Creative Mode
  | TAG_Compound
+
  | 0x08
| The dimension type (see below).
 
 
  |}
 
  |}
  
Dimension type:
+
==== Tab-Complete ====
 +
 
 +
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported.
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Name
+
  ! Packet ID
  ! Type
+
  ! State
  !style="width: 250px;" colspan="2"| Meaning
+
  ! Bound To
  ! Values
+
  ! Field Name
  |-
+
  ! Field Type
  | piglin_safe
+
  ! Notes
| TAG_Byte
 
|colspan="2"| Whether piglins shake and transform to zombified piglins.
 
| 1: true, 0: false.
 
|-
 
| natural
 
| TAG_Byte
 
|colspan="2"| When false, compasses spin randomly. When true, nether portals can spawn zombified piglins.
 
| 1: true, 0: false.
 
 
  |-
 
  |-
  | ambient_light
+
  |rowspan="2"| 0x3A
  | TAG_Float
+
  |rowspan="2"| Play
  |colspan="2"| How much light the dimension has.
+
  |rowspan="2"| Client
  | 0.0 to 1.0.
+
| Count
 +
| VarInt
 +
  | Number of elements in the following array
 
  |-
 
  |-
  | fixed_time
+
  | Matches
  | Optional TAG_Long
+
  | Array of String
  |colspan="2"| If set, the time of the day is the specified value.
+
  | One eligible command, note that each command is sent separately instead of in a single string, hence the need for Count
| If set, 0 to 24000.
 
|-
 
| infiniburn
 
| TAG_String
 
|colspan="2"| A resource location defining what block tag to use for infiniburn.
 
| "" or minecraft resource "minecraft:...".
 
|-
 
| respawn_anchor_works
 
| TAG_Byte
 
|colspan="2"| Whether players can charge and use respawn anchors.
 
| 1: true, 0: false.
 
|-
 
| has_skylight
 
| TAG_Byte
 
|colspan="2"| Whether the dimension has skylight access or not.
 
| 1: true, 0: false.
 
|-
 
| bed_works
 
| TAG_Byte
 
|colspan="2"| Whether players can use a bed to sleep.
 
| 1: true, 0: false.
 
|-
 
| effects
 
| TAG_String
 
|colspan="2"| ?
 
| "minecraft:overworld", "minecraft:the_nether", "minecraft:the_end" or something else.
 
|-
 
| has_raids
 
| TAG_Byte
 
|colspan="2"| Whether players with the Bad Omen effect can cause a raid.
 
| 1: true, 0: false.
 
|-
 
| min_y
 
| TAG_Int
 
|colspan="2"| The minimum Y level.
 
|
 
|-
 
| height
 
| TAG_Int
 
|colspan="2"| The maximum height.
 
|
 
|-
 
| logical_height
 
| TAG_Int
 
|colspan="2"| The maximum height to which chorus fruits and nether portals can bring players within this dimension.
 
| 0-256.
 
|-
 
| coordinate_scale
 
| TAG_Float
 
|colspan="2"| The multiplier applied to coordinates when traveling to the dimension.
 
| 0.00001 - 30000000.0
 
|-
 
| ultrawarm
 
| TAG_Byte
 
|colspan="2"| Whether the dimensions behaves like the nether (water evaporates and sponges dry) or not. Also causes lava to spread thinner.
 
| 1: true, 0: false.
 
|-
 
| has_ceiling
 
| TAG_Byte
 
|colspan="2"| Whether the dimension has a bedrock ceiling or not. When true, causes lava to spread faster.
 
| 1: true, 0: false.
 
 
  |}
 
  |}
  
Biome registry:
+
==== Scoreboard Objective ====
  
{| class="wikitable"
+
This is sent to the client when it should create a new {{Minecraft Wiki|scoreboard}} objective or remove one.
!Name
 
!Type
 
!style="width: 250px;" colspan="2"| Notes
 
|-
 
| type
 
| TAG_String
 
| The name of the registry. Always "minecraft:worldgen/biome".
 
|-
 
| value
 
| TAG_List
 
| List of biome registry entries (see below).
 
|}
 
 
 
Biome registry entry:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  !Name
+
  ! Packet ID
  !Type
+
! State
  !style="width: 250px;" colspan="2"| Notes
+
! Bound To
 +
! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | name
+
  |rowspan="4"| 0x3B
  | TAG_String
+
|rowspan="4"| Play
  | The name of the biome (for example, "minecraft:ocean").
+
|rowspan="4"| Client
 +
| Objective Name
 +
  | String
 +
  | An unique name for the objective
 
  |-
 
  |-
  | id
+
  | Mode
  | TAG_Int
+
  | Byte
  | The protocol ID of the biome (matches the index of the element in the registry list).
+
  | 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
 +
|-
 +
| Objective Value
 +
| Optional String
 +
| Only if mode is 0 or 2. The text to be displayed for the score
 
  |-
 
  |-
  | element
+
  | Type
  | TAG_Compound
+
  | Optional String
  | The biome properties (see below).
+
  | Only if mode is 0 or 2. “integer” or “hearts”
 
  |}
 
  |}
  
Biome properties:
+
==== Update Score ====
 +
 
 +
This is sent to the client when it should update a scoreboard item.
  
 
{| class="wikitable"
 
{| class="wikitable"
  !colspan="2"|Name
+
  ! Packet ID
  !colspan="2"|Type
+
! State
  !style="width: 250px;" colspan="2"| Meaning
+
! Bound To
  !colspan="2"|Values
+
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  |colspan="2"|precipitation
+
  |rowspan="4"| 0x3C
  |colspan="2"|TAG_String
+
  |rowspan="4"| Play
  |colspan="2"| The type of precipitation in the biome.
+
  |rowspan="4"| Client
  |colspan="2"|"rain", "snow", or "none".
+
| Score Name
 +
  | String
 +
| The name of the score to be updated or removed
 
  |-
 
  |-
  |colspan="2"| depth
+
  | Action
|colspan="2"| TAG_Float
+
  | Byte
  |colspan="2"| The depth factor of the biome.
+
  | 0 to create/update an item. 1 to remove an item.
  |colspan="2"| The default values vary between 1.5 and -1.8.
 
 
  |-
 
  |-
  |colspan="2"| temperature
+
  | Objective Name
  |colspan="2"| TAG_Float
+
  | String
  |colspan="2"| The temperature factor of the biome.
+
  | The name of the objective the score belongs to
|colspan="2"| The default values vary between 2.0 and -0.5.
 
 
  |-
 
  |-
  |colspan="2"| scale
+
  | Value
|colspan="2"| TAG_Float
+
  | Optional VarInt
|colspan="2"| ?
+
  | The score to be displayed next to the entry. Only sent when Action does not equal 1.
|colspan="2"| The default values vary between 1.225 and 0.0.
 
|-
 
|colspan="2"| downfall
 
|colspan="2"| TAG_Float
 
|colspan="2"| ?
 
|colspan="2"| The default values vary between 1.0 and 0.0.
 
|-
 
|colspan="2"| category
 
|colspan="2"| TAG_String
 
|colspan="2"| The category of the biome.
 
|colspan="2"| Known values are "ocean", "plains", "desert", "forest", "extreme_hills", "taiga", "swamp", "river", "nether", "the_end", "icy", "mushroom", "beach", "jungle", "mesa", "savanna", and "none".
 
|-
 
|colspan="2"| temperature_modifier
 
  |colspan="2"| Optional TAG_String
 
|colspan="2"| ?
 
  |colspan="2"| The only known value is "frozen".
 
|-
 
|rowspan="11"| effects
 
| sky_color
 
|rowspan="11"| TAG_Compound
 
| TAG_Int
 
|colspan="2"| The color of the sky.
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| water_fog_color
 
| TAG_Int
 
|colspan="2"| Possibly the tint color when swimming.
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| fog_color
 
| TAG_Int
 
|colspan="2"| Possibly the color of the fog effect when looking past the view distance.
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| water_color
 
| TAG_Int
 
|colspan="2"| The tint color of the water blocks.
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| foliage_color
 
| Optional TAG_Int
 
|colspan="2"| The tint color of the grass.
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| grass_color
 
| Optional TAG_Int
 
| colspan="2"| ?
 
| Example: 8364543, which is #7FA1FF in RGB.
 
|-
 
| grass_color_modifier
 
| Optional TAG_String
 
|colspan="2"| Unknown, likely affects foliage color.
 
| If set, known values are "swamp" and "dark_forest".
 
|-
 
| music
 
| Optional TAG_Compound
 
|colspan="2"| Music properties for the biome.
 
| If present, contains the fields: replace_current_music (TAG_Byte), sound (TAG_String), max_delay (TAG_Int), min_delay (TAG_Int).
 
|-
 
| ambient_sound
 
| Optional TAG_String
 
|colspan="2"| Ambient soundtrack.
 
| If present, the ID of a soundtrack. Example: "minecraft:ambient.basalt_deltas.loop".
 
|-
 
| additions_sound
 
| Optional TAG_Compound
 
|colspan="2"| Additional ambient sound that plays randomly.
 
| If present, contains the fields: sound (TAG_String), tick_chance (TAG_Double).
 
|-
 
| mood_sound
 
| Optional TAG_Compound
 
|colspan="2"| Additional ambient sound that plays at an interval.
 
| If present, contains the fields: sound (TAG_String), tick_delay (TAG_Int), offset (TAG_Double), block_search_extent (TAG_Int).
 
|-
 
|rowspan="2"|particle
 
| probability
 
|rowspan="2"|Optional TAG_Compound
 
| TAG_FLOAT
 
|rowspan="2"| Particles that appear randomly in the biome.
 
| Possibly the probability of spawning the particle.
 
| ?
 
|-
 
| options
 
| TAG_COMPOUND
 
| The properties of the particle to spawn.
 
| Contains the field "type" (TAG_String), which identifies the particle type.
 
 
  |}
 
  |}
  
==== Map Data ====
+
==== Display Scoreboard ====
  
Updates a rectangular area on a {{Minecraft Wiki|map}} item.
+
This is sent to the client when it should display a scoreboard.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,599: Line 2,996:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="17"| 0x27
+
  |rowspan="2"| 0x3D
  |rowspan="17"| Play
+
  |rowspan="2"| Play
  |rowspan="17"| Client
+
  |rowspan="2"| Client
  |colspan="2"| Map ID
+
  | Position
  |colspan="2"| VarInt
+
  | Byte
  | Map ID of the map being modified
+
  | The position of the scoreboard. 0: list, 1: sidebar, 2: below name.
 
  |-
 
  |-
  |colspan="2"| Scale
+
  | Score Name
  |colspan="2"| Byte
+
| String
  | From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel)
+
| The unique name for the scoreboard to be displayed.
 +
  |}
 +
 
 +
==== Teams ====
 +
 
 +
Creates and updates teams.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  |colspan="2"| Locked
+
  |rowspan="10"| 0x3E
  |colspan="2"| Boolean
+
  |rowspan="10"| Play
  | True if the map has been locked in a cartography table
+
  |rowspan="10"| Client
 +
| Team Name
 +
| String
 +
| A unique name for the team. (Shared with scoreboard).
 
  |-
 
  |-
  |colspan="2"| Tracking Position
+
  | Mode
  |colspan="2"| Boolean
+
| Byte
| Specifies whether player and item frame icons are shown
+
  | If 0 then the team is created.
 +
 
 +
If 1 then the team is removed.
 +
 
 +
If 2 the team team information is updated.
 +
 
 +
If 3 then new players are added to the team.
 +
 
 +
If 4 then players are removed from the team.
 
  |-
 
  |-
  |colspan="2"| Icon Count
+
  | Team Display Name
  |colspan="2"| VarInt
+
  | Optional String
  | Number of elements in the following array. Only present if "Tracking Position" is true.
+
  | Only if Mode = 0 or 2.
 
  |-
 
  |-
  |rowspan="6"| Icon
+
  | Team Prefix
  | Type
+
  | Optional String
  |rowspan="6"| Array
+
  | Only if Mode = 0 or 2. Displayed before the players' name that are part of this team
| VarInt enum
 
| See below
 
 
  |-
 
  |-
  | X
+
  | Team Suffix
  | Byte
+
  | Optional String
  | Map coordinates: -128 for furthest left, +127 for furthest right
+
  | Only if Mode = 0 or 2. Displayed after the players' name that are part of this team
 
  |-
 
  |-
  | Z
+
  | Friendly Fire
  | Byte
+
  | Optional Byte
  | Map coordinates: -128 for highest, +127 for lowest
+
  | Only if Mode = 0 or 2. 0 for off, 1 for on, 3 for seeing friendly invisibles
 
  |-
 
  |-
  | Direction
+
  | Name Tag Visibility
  | Byte
+
  | Optional String
  | 0-15
+
  | Only if Mode = 0 or 2. always, hideForOtherTeams, hideForOwnTeam, never
 
  |-
 
  |-
  | Has Display Name
+
  | Color
  | Boolean
+
  | Optional Byte
  |
+
  | Only if Mode = 0 or 2. Same as [[Chat]] colors
 
  |-
 
  |-
  | Display Name
+
  | Player Count
  | Optional [[Chat]]
+
  | Optional VarInt
  | Only present if previous Boolean is true
+
  | Only if Mode = 0 or 3 or 4. Number of players in the array
|-
 
|colspan="2"| Columns
 
|colspan="2"| Unsigned Byte
 
| Number of columns updated
 
|-
 
|colspan="2"| Rows
 
|colspan="2"| Optional Unsigned Byte
 
| Only if Columns is more than 0; number of rows updated
 
|-
 
|colspan="2"| X
 
|colspan="2"| Optional Byte
 
| Only if Columns is more than 0; x offset of the westernmost column
 
|-
 
|colspan="2"| Z
 
|colspan="2"| Optional Byte
 
| Only if Columns is more than 0; z offset of the northernmost row
 
|-
 
|colspan="2"| Length
 
|colspan="2"| Optional VarInt
 
| Only if Columns is more than 0; length of the following array
 
 
  |-
 
  |-
  |colspan="2"| Data
+
  | Players
  |colspan="2"| Optional Array of Unsigned Byte
+
  | Optional Array of String
  | Only if Columns is more than 0; see {{Minecraft Wiki|Map item format}}
+
  | Only if Mode = 0 or 3 or 4. Players to be added/remove from the team. Max 40 characters so may be uuid's later
 
  |}
 
  |}
  
For icons, a direction of 0 is a vertical icon and increments by 22.5&deg; (360/16).
+
==== Plugin Message ====
  
Types are based off of rows and columns in <code>map_icons.png</code>:
+
Mods and plugins can use this to send their data. Minecraft itself uses a number of [[plugin channel]]s. These internal channels are prefixed with <code>MC|</code>.
 +
 
 +
More documentation on this: [http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  ! Icon type
+
  |rowspan="2"| 0x3F
  ! Result
+
  |rowspan="2"| Play
 +
|rowspan="2"| Client
 +
| Channel
 +
| String
 +
| Name of the [[plugin channel]] used to send the data
 
  |-
 
  |-
  | 0
+
  | Data
  | White arrow (players)
+
  | Byte Array
 +
| Any data, depending on the channel. <code><nowiki>MC|</nowiki></code> channels are documented [[plugin channel|here]].
 +
|}
 +
 
 +
==== Disconnect ====
 +
 
 +
Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 1
+
  | 0x40
  | Green arrow (item frames)
+
|rowspan="1"| Play
 +
|rowspan="1"| Client
 +
  | Reason
 +
| [[Chat]]
 +
| Displayed to the client when the connection terminates.
 +
|}
 +
 
 +
==== Server Difficulty ====
 +
 
 +
Changes the difficulty setting in the client's option menu
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 2
+
  |rowspan="1"| 0x41
  | Red arrow
+
  |rowspan="1"| Play
  |-
+
  |rowspan="1"| Client
  | 3
+
  | Difficulty
  | Blue arrow
+
  | Unsigned Byte
  |-
+
  | 0: peaceful, 1: easy, 2: normal, 3: hard
  | 4
+
  |}
  | White cross
+
 
  |-
+
==== Combat Event ====
  | 5
+
 
  | Red pointer
+
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
  ! Bound To
 +
  ! Field Name
 +
  ! Field Type
 +
  ! Notes
 
  |-
 
  |-
  | 6
+
  |rowspan="5"| 0x42
  | White circle (off-map players)
+
|rowspan="5"| Play
 +
|rowspan="5"| Client
 +
| Event
 +
| VarInt
 +
  | 0: enter combat, 1: end combat, 2: entity dead
 
  |-
 
  |-
  | 7
+
  | Duration
  | Small white circle (far-off-map players)
+
  | Optional VarInt
 +
| Only for end combat
 
  |-
 
  |-
  | 8
+
  | Player ID
  | Mansion
+
  | Optional VarInt
 +
| Only for entity dead
 
  |-
 
  |-
  | 9
+
  | Entity ID
  | Temple
+
  | Optional Int
 +
| Only for end combat and entity dead
 
  |-
 
  |-
  | 10
+
  | Message
  | White Banner
+
  | String
 +
| Only for entity dead
 +
|}
 +
 
 +
==== Camera ====
 +
 
 +
Sets the entity that the player renders from.  This is normally used when the left-clicks an entity while in spectator mode.
 +
 
 +
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity.  The player is unable to move this entity (move packets will act as if they are coming from the other entity).
 +
 
 +
If the given entity is not loaded by the player, this packet is ignored.  To return control to the player, send this packet with their entity ID.
 +
 
 +
The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
 +
 
 +
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | 11
+
  |rowspan="1"| 0x43
| Orange Banner
+
  |rowspan="1"| Play
|-
+
  |rowspan="1"| Client
| 12
+
  | Camera ID
| Magenta Banner
+
  | VarInt
|-
+
  | ID of the entity to set the client's camera to
| 13
 
| Light Blue Banner
 
|-
 
| 14
 
| Yellow Banner
 
|-
 
| 15
 
| Lime Banner
 
|-
 
| 16
 
| Pink Banner
 
|-
 
| 17
 
| Gray Banner
 
|-
 
| 18
 
| Light Gray Banner
 
|-
 
| 19
 
| Cyan Banner
 
|-
 
| 20
 
| Purple Banner
 
|-
 
| 21
 
| Blue Banner
 
|-
 
| 22
 
| Brown Banner
 
|-
 
| 23
 
| Green Banner
 
  |-
 
| 24
 
  | Red Banner
 
|-
 
| 25
 
| Black Banner
 
  |-
 
  | 26
 
  | Treasure marker
 
 
  |}
 
  |}
  
==== Trade List ====
+
The notchian also loads certain shaders for given entities:
 +
 
 +
* Creeper &rarr; <code>shaders/post/creeper.json</code>
 +
* Spider (and cave spider) &rarr; <code>shaders/post/spider.json</code>
 +
* Enderman &rarr; <code>shaders/post/invert.json</code>
 +
* Anything else &rarr; the current shader is unloaded
  
The list of trades a villager NPC is offering.
+
==== World Border ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,777: Line 3,216:
 
  ! Bound To
 
  ! Bound To
 
  !colspan="2"| Field Name
 
  !colspan="2"| Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="18"| 0x28
+
  |rowspan="18"| 0x44
 
  |rowspan="18"| Play
 
  |rowspan="18"| Play
 
  |rowspan="18"| Client
 
  |rowspan="18"| Client
 +
|colspan="2"| Action
 +
| VarInt
 +
| Determines the format of the rest of the packet
 
  |-
 
  |-
  | colspan="2" | Window ID
+
  ! Action
  | colspan="2" | VarInt
+
  ! Field Name
  | The ID of the window that is open; this is an int rather than a byte.
+
  !
  |-
+
  !
| colspan="2" | Size
 
| colspan="2" | Byte
 
| The number of trades in the following array.
 
 
  |-
 
  |-
  | rowspan="11" | Trades
+
  | 0: set size
  | Input item 1
+
  | Radius
| rowspan="11" | Array
+
  | Double
  | [[Slot]]
+
  | meters
  | The first item the player has to supply for this villager trade. The count of the item stack is the default "price" of this trade.
 
 
  |-
 
  |-
  | Output item
+
  |rowspan="3"| 1: lerp size
  | [[Slot]]
+
| Old Radius
  | The item the player will receive from this villager trade.
+
  | Double
 +
  | meters
 
  |-
 
  |-
  | Has second item
+
  | New Radius
  | Boolean
+
  | Double
  | Whether there is a second item.
+
  | meters
 
  |-
 
  |-
  | Input item 2
+
  | Speed
  | Optional [[Slot]]
+
  | VarLong
  | The second item the player has to supply for this villager trade; only present if has a second item is true.
+
  | number of real-time ticks/seconds (?) until New Radius is reached. From experiments, it appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag
 
  |-
 
  |-
  | Trade disabled
+
  |rowspan="2"| 2: set center
  | Boolean
+
| X
  | True if the trade is disabled; false if the trade is enabled.
+
  | Double
 +
  |  
 
  |-
 
  |-
  | Number of trade uses
+
  | Z
  | Integer
+
  | Double
  | Number of times the trade has been used so far. If equal to the maximum number of trades, the client will display a red X.
+
  |  
 
  |-
 
  |-
  | Maximum number of trade uses
+
  |rowspan="8"| 3: initialize
  | Integer
+
| X
  | Number of times this trade can be used before it's exhausted.
+
  | Double
 +
  |  
 
  |-
 
  |-
  | XP
+
  | Z
  | Integer
+
  | Double
  | Amount of XP both the player and the villager will earn each time the trade is used.
+
  |  
 
  |-
 
  |-
  | Special Price
+
  | Old Radius
  | Integer
+
  | Double
  | Can be zero or negative. The number is added to the price when an item is discounted due to player reputation or other effects.
+
  |  
 
  |-
 
  |-
  | Price Multiplier
+
  | New Radius
  | Float
+
  | Double
  | Can be low (0.05) or high (0.2). Determines how much demand, player reputation, and temporary effects will adjust the price.
+
  |  
 
  |-
 
  |-
  | Demand
+
  | Speed
  | Integer
+
  | VarLong
  | Can be zero or a positive number. Causes the price to increase when a trade is used repeatedly.
+
  |  
 
  |-
 
  |-
  |colspan="2"| Villager level
+
  | Portal Teleport Boundary
  |colspan="2"| VarInt
+
  | VarInt
  | Appears on the trade GUI; meaning comes from the translation key <code>merchant.level.</code> + level.
+
  | Resulting coordinates from a portal teleport are limited to +-value. Usually 29999984.
1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master.
 
 
  |-
 
  |-
  |colspan="2"| Experience
+
  | Warning Time
  |colspan="2"| VarInt
+
  | VarInt
  | Total experience for this villager (always 0 for the wandering trader).
+
  |  
 
  |-
 
  |-
  |colspan="2"| Is regular villager
+
  | Warning Blocks
  |colspan="2"| Boolean
+
  | VarInt
  | True if this is a regular villager; false for the wandering trader.  When false, hides the villager level and some other GUI elements.
+
  |  
 
  |-
 
  |-
  |colspan="2"| Can restock
+
  |rowspan="1"| 4: set warning time
  |colspan="2"| Boolean
+
  | Warning Time
  | True for regular villagers and false for the wandering trader. If true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades.
+
| VarInt
 +
| unit?
 +
|-
 +
|rowspan="1"| 5: set warning blocks
 +
| Warning Blocks
 +
| VarInt
 +
  |  
 
  |}
 
  |}
  
Modifiers can increase or decrease the number of items for the first input slot. The second input slot and the output slot never change the nubmer of items. The number of items may never be less than 1, and never more than the stack size. If special price and demand are both zero, only the default price is displayed. If either is non-zero, then the adjusted price is displayed next to the crossed-out default price. The adjusted prices is calculated as follows:
+
==== Title ====  
 
 
Adjusted price = default price + floor(default price x multiplier x demand) + special price
 
 
 
[[File:1.14-merchant-slots.png|thumb|The merchant UI, for reference]]
 
{{-}}
 
 
 
==== Entity Position ====
 
 
 
This packet is sent by the server when an entity moves less then 8 blocks; if an entity moves more than 8 blocks [[#Entity Teleport|Entity Teleport]] should be sent instead.
 
 
 
This packet allows at most 8 blocks movement in any direction, because short range is from -32768 to 32767. And <code>32768 / (128 * 32)</code> = 8.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,873: Line 3,308:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  ! Field Name
+
  !colspan="2"| Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x29
+
  |rowspan="9"| 0x45
  |rowspan="5"| Play
+
  |rowspan="9"| Play
  |rowspan="5"| Client
+
  |rowspan="9"| Client
  | Entity ID
+
  |colspan="2"| Action
 
  | VarInt
 
  | VarInt
 
  |  
 
  |  
 
  |-
 
  |-
  | Delta X
+
! Action
  | Short
+
! Field Name
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>.
+
!
 +
!
 +
|-
 +
| 0: set title
 +
  | Title Text
 +
  | [[Chat]]
 +
  |  
 
  |-
 
  |-
  | Delta Y
+
  | 1: set subtitle
  | Short
+
  | Subtitle Text
  | Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>.
+
| [[Chat]]
 +
  |  
 
  |-
 
  |-
  | Delta Z
+
  |rowspan="3"| 2: set times and display
  | Short
+
| Fade In
  | Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>.
+
  | Int
 +
  | ticks
 
  |-
 
  |-
  | On Ground
+
  | Stay
  | Boolean
+
  | Int
  |  
+
  | ticks
  |}
+
  |-
 
+
| Fade Out
==== Entity Position and Rotation ====
+
  | Int
 
+
  | ticks
This packet is sent by the server when an entity rotates and moves. Since a short range is limited from -32768 to 32767, and movement is offset of fixed-point numbers, this packet allows at most 8 blocks movement in any direction. (<code>-32768 / (32 * 128) == -8</code>)
 
 
 
{| class="wikitable"
 
  ! Packet ID
 
  ! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="7"| 0x2A
+
  | 3: hide
|rowspan="7"| Play
+
  | ''no fields''
|rowspan="7"| Client
+
  | ''no fields''
  | Entity ID
 
  | VarInt
 
 
  |  
 
  |  
 
  |-
 
  |-
  | Delta X
+
  | 4: reset
  | Short
+
  | ''no fields''
  | Change in X position as <code>(currentX * 32 - prevX * 32) * 128</code>.
+
  | ''no fields''
|-
 
| Delta Y
 
| Short
 
| Change in Y position as <code>(currentY * 32 - prevY * 32) * 128</code>.
 
|-
 
| Delta Z
 
| Short
 
| Change in Z position as <code>(currentZ * 32 - prevZ * 32) * 128</code>.
 
|-
 
| Yaw
 
| Angle
 
| New angle, not a delta.
 
|-
 
| Pitch
 
| Angle
 
| New angle, not a delta.
 
|-
 
| On Ground
 
| Boolean
 
 
  |  
 
  |  
 
  |}
 
  |}
  
==== Entity Rotation ====
+
“Hide” makes the title disappear, but if you run times again the same title will appear. “Reset” erases the text.
 +
 
 +
==== Set Compression ====
  
This packet is sent by the server when an entity rotates.
+
{{Warning|This packet is completely broken and has been removed in the 1.9 snapshots. The packet [[#Set Compression 2|Set Compression]] ([[#Login|Login]], 0x03, clientbound) should be used instead.}}
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,957: Line 3,372:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x2B
+
  |rowspan="1"| 0x46
  |rowspan="4"| Play
+
  |rowspan="1"| Play
  |rowspan="4"| Client
+
  |rowspan="1"| Client
  | Entity ID
+
  | Threshold
 
  | VarInt
 
  | VarInt
  |  
+
  | Packets of this size or higher ''may'' be compressed
|-
 
| Yaw
 
| Angle
 
| New angle, not a delta.
 
|-
 
| Pitch
 
| Angle
 
| New angle, not a delta.
 
|-
 
| On Ground
 
| Boolean
 
|
 
 
  |}
 
  |}
  
==== Vehicle Move (clientbound) ====
+
==== Player List Header And Footer ====
 
 
Note that all fields use absolute positioning and do not allow for relative positioning.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,989: Line 3,390:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x2C
+
  |rowspan="2"| 0x47
  |rowspan="5"| Play
+
  |rowspan="2"| Play
  |rowspan="5"| Client
+
  |rowspan="2"| Client
  | X
+
  | Header
  | Double
+
  | [[Chat]]
  | Absolute position (X coordinate).
+
  |  
 
  |-
 
  |-
  | Y
+
  | Footer
  | Double
+
  | [[Chat]]
  | Absolute position (Y coordinate).
+
  |  
|-
 
| Z
 
| Double
 
| Absolute position (Z coordinate).
 
|-
 
| Yaw
 
| Float
 
| Absolute rotation on the vertical axis, in degrees.
 
|-
 
| Pitch
 
| Float
 
| Absolute rotation on the horizontal axis, in degrees.
 
 
  |}
 
  |}
  
==== Open Book ====
+
==== Resource Pack Send ====  
 
 
Sent when a player right clicks with a signed book. This tells the client to open the book GUI.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,025: Line 3,412:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2D
+
  |rowspan="2"| 0x48
  | Play
+
  |rowspan="2"| Play
  | Client
+
  |rowspan="2"| Client
  | Hand
+
  | URL
  | VarInt enum
+
  | String
  | 0: Main hand, 1: Off hand .
+
  | The URL to the resource pack.
  |}
+
|-
 +
| Hash
 +
| String
 +
| A 40 character hexadecimal and lowercase [[wikipedia:SHA-1|SHA-1]] hash of the resource pack file. (must be lower case in order to work)<br />If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id
 +
  |}
  
==== Open Window ====
+
==== Update Entity NBT ====  
 
 
This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory. Resending this packet with already existing window id, will update the window title and window type without closing the window.
 
For horses, use [[#Open Horse Window|Open Horse Window]].
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,046: Line 3,434:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x2E
+
  |rowspan="2"| 0x49
  |rowspan="3"| Play
+
  |rowspan="2"| Play
  |rowspan="3"| Client
+
  |rowspan="2"| Client
  | Window ID
+
  | Entity ID
 
  | VarInt
 
  | VarInt
  | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
+
  |  
 
  |-
 
  |-
  | Window Type
+
  | Tag
  | VarInt
+
  | [[NBT|NBT Tag]]
| The window type to use for display. Contained in the <code>minecraft:menu</code> registry; see [[Inventory]] for the different values.
+
  |  
|-
 
| Window Title
 
| [[Chat]]
 
  | The title of the window.
 
 
  |}
 
  |}
  
==== Open Sign Editor ====
+
=== Serverbound ===
 +
 
 +
==== Keep Alive ====
  
Sent when the client has placed a sign and is allowed to send [[#Update Sign|Update Sign]]. There must already be a sign at the given location (which the client does not do automatically) - send a [[#Block Change|Block Change]] first.
+
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,074: Line 3,460:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x2F
+
  |rowspan="1"| 0x00
  | Play
+
  |rowspan="1"| Play
  | Client
+
  |rowspan="1"| Server
  | Location
+
  | Keep Alive ID
  | Position
+
  | VarInt
 
  |  
 
  |  
 
  |}
 
  |}
  
==== Ping ====
+
==== Chat Message ====
  
Packet is not used by the Notchian server. When sent to the client, client responds with a [[#Pong_2|Pong]] packet with the same id.
+
The default server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This change was initially done by allowing the client to not slice the message up to 119 (the previous limit), without changes to the server. For this reason, the vanilla server kept the code to cut messages at 119, but this isn't a protocol limitation and can be ignored.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,094: Line 3,480:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x30
+
  |rowspan="1"| 0x01
  | Play
+
  |rowspan="1"| Play
  | Client
+
  |rowspan="1"| Server
  | ID
+
  | Message
  | Int
+
  | String
  |
+
  | The client sends the raw input, not [[Chat]]
 
  |}
 
  |}
  
==== Craft Recipe Response ====
+
==== Use Entity ====
  
Response to the serverbound packet ([[#Craft Recipe Request|Craft Recipe Request]]), with the same recipe ID.  Appears to be used to notify the UI.
+
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
  
{| class="wikitable"
+
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
 +
 
 +
Note that middle-click in creative mode is interpreted by the client and sent as a [[#Creative Inventory Action|Creative Inventory Action]] packet instead.
 +
 
 +
{| class="wikitable"
 
  ! Packet ID
 
  ! Packet ID
 
  ! State
 
  ! State
Line 4,114: Line 3,504:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x31
+
  |rowspan="5"| 0x02
  |rowspan="2"| Play
+
  |rowspan="5"| Play
  |rowspan="2"| Client
+
  |rowspan="5"| Server
  | Window ID
+
| Target
  | Byte
+
| VarInt
  |
+
|
 +
|-
 +
| Type
 +
| VarInt
 +
| 0: interact, 1: attack, 2: interact at
 +
|-
 +
| Target X
 +
| Optional Float
 +
| Only if Type is interact at
 +
|-
 +
  | Target Y
 +
  | Optional Float
 +
  | Only if Type is interact at
 
  |-
 
  |-
  | Recipe
+
  | Target Z
  | Identifier
+
  | Optional Float
  | A recipe ID.
+
  | Only if Type is interact at
 
  |}
 
  |}
  
==== Player Abilities (clientbound) ====
+
==== Player ====
 +
 
 +
This packet as well as [[#Player Position|Player Position]] ([[#Play|Play]], 0x04, serverbound), [[#Player Look|Player Look]] ([[#Play|Play]], 0x05, serverbound), and [[#Player Position And Look 2|Player Position And Look]] ([[#Play|Play]], 0x06, serverbound) are called the “serverbound movement packets”. At least one of them must be sent on each tick to ensure that servers will update things like player health correctly. Vanilla clients will send Player Position once every 20 ticks even for a stationary player, and Player on every other tick.
 +
 
 +
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
  
The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.
+
When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,138: Line 3,544:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x32
+
  |rowspan="1"| 0x03
  |rowspan="3"| Play
+
  |rowspan="1"| Play
  |rowspan="3"| Client
+
  |rowspan="1"| Server
  | Flags
+
  | On Ground
  | Byte
+
  | Boolean
  | Bit field, see below.
+
  | True if the client is on the ground, false otherwise
|-
 
| Flying Speed
 
| Float
 
| 0.05 by default.
 
|-
 
| Field of View Modifier
 
| Float
 
| Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the [[#Entity_Properties|Entity Properties]] packet, which defaults to 0.1 for players.
 
 
  |}
 
  |}
  
About the flags:
+
==== Player Position ====
  
{| class="wikitable"
+
Updates the player's XYZ position on the server.
|-
+
 
! Field
+
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 units, this will result in the client being kicked for “You moved too quickly :( (Hacking?)
! Bit
 
|-
 
| Invulnerable
 
| 0x01
 
|-
 
| Flying
 
| 0x02
 
|-
 
| Allow Flying
 
| 0x04
 
|-
 
| Creative Mode (Instant Break)
 
| 0x08
 
|}
 
  
==== End Combat Event ====
+
If the distance is greater than 10 units, the server will log the warning message "<name> moved too quickly!", followed by two coordinate triples (maybe movement delta?), but will not kick the client.
  
Unused by the Notchain client.  This data was once used for twitch.tv metadata circa 1.8.f
+
Also if the fixed-point number of X or Z is set greater than 3.2×10<sup>7</sup> the client will be kicked for “Illegal position”.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,186: Line 3,570:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x33
+
  |rowspan="4"| 0x04
  |rowspan="2"| Play
+
  |rowspan="4"| Play
  |rowspan="2"| Client
+
  |rowspan="4"| Server
  | Duration
+
  | X
  | VarInt
+
  | Double
  | Length of the combat in ticks.
+
  | Absolute position
 +
|-
 +
| Feet Y
 +
| Double
 +
| Absolute position, normally Head Y - 1.62
 +
|-
 +
| Z
 +
| Double
 +
| Absolute position
 
  |-
 
  |-
  | Entity ID
+
  | On Ground
  | Int
+
  | Boolean
  | ID of the primary opponent of the ended combat, or -1 if there is no obvious primary opponent.
+
  | True if the client is on the ground, false otherwise
 
  |}
 
  |}
  
==== Enter Combat Event ====
+
==== Player Look ====
 +
[[File:Minecraft-trig-yaw.png|thumb|The unit circle for yaw]]
 +
[[File:Yaw.png|thumb|The unit circle of yaw, redrawn]]
  
Unused by the Notchain client.  This data was once used for twitch.tv metadata circa 1.8.
+
Updates the direction the player is looking in.
  
{| class="wikitable"
+
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
! Packet ID
+
 
! State
+
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
! Bound To
+
 
! Field Name
+
The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) one can be calculated with:
! Field Type
+
 
  ! Notes
+
  dx = x-x0
  |-
+
  dy = y-y0
  |rowspan="1"| 0x34
+
  dz = z-z0
  |rowspan="1"| Play
+
  r = sqrt( dx*dx + dy*dy + dz*dz )
  |rowspan="1"| Client
+
  yaw = -atan2(dx,dz)/PI*180
  |colspan="3"| ''no fields''
+
  if yaw < 0 then
  |}
+
    yaw = 360 - yaw
 +
  pitch = -arcsin(dy/r)/PI*180
  
==== Death Combat Event ====
+
You can get a unit vector from a given yaw/pitch via:
  
Used to send a respawn screen.
+
x = -cos(pitch) * sin(yaw)
 +
y = -sin(pitch)
 +
z =  cos(pitch) * cos(yaw)
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,228: Line 3,625:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x35
+
  |rowspan="3"| 0x05
 
  |rowspan="3"| Play
 
  |rowspan="3"| Play
  |rowspan="3"| Client
+
  |rowspan="3"| Server
  | Player ID
+
  | Yaw
  | VarInt
+
  | Float
  | Entity ID of the player that died (should match the client's entity ID).
+
  | Absolute rotation on the X Axis, in degrees
 
  |-
 
  |-
  | Entity ID
+
  | Pitch
  | Int
+
  | Float
  | The killer entity's ID, or -1 if there is no obvious killer.
+
  | Absolute rotation on the Y Axis, in degrees
 
  |-
 
  |-
  | Message
+
  | On Ground
  | [[Chat]]
+
  | Boolean
  | The death message.
+
  | True if the client is on the ground, False otherwise
 
  |}
 
  |}
  
==== Player Info ====
+
==== Player Position And Look ====
  
Sent by the server to update the user list (<tab> in the client).
+
A combination of [[#Player Look|Player Look]] and [[#Player Position|Player Position]].
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,252: Line 3,649:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="4"| Field Name
+
  ! Field Name
  !colspan="3"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="19"| 0x36
+
  |rowspan="6"| 0x06
  |rowspan="19"| Play
+
  |rowspan="6"| Play
  |rowspan="19"| Client
+
  |rowspan="6"| Server
  |colspan="4"| Action
+
  | X
  |colspan="3"| VarInt
+
  | Double
  | Determines the rest of the Player format after the UUID.
+
  | Absolute position
 
  |-
 
  |-
  |colspan="4"| Number Of Players
+
  | Feet Y
  |colspan="3"| VarInt
+
  | Double
  | Number of elements in the following array.
+
  | Absolute feet position, normally Head Y - 1.62
 
  |-
 
  |-
  |rowspan="17"| Player
+
  | Z
|colspan="3"| UUID
+
  | Double
  |rowspan="17"| Array
+
  | Absolute position
|colspan="2"| UUID
 
  |  
 
 
  |-
 
  |-
  ! Action
+
  | Yaw
  !colspan="2"| Field Name
+
  | Float
  !colspan="2"|  
+
  | Absolute rotation on the X Axis, in degrees
!
 
 
  |-
 
  |-
  |rowspan="10"| 0: add player
+
  | Pitch
|colspan="2"| Name
+
  | Float
  |colspan="2"| String (16)
+
  | Absolute rotation on the Y Axis, in degrees
  |  
 
 
  |-
 
  |-
  |colspan="2"| Number Of Properties
+
  | On Ground
|colspan="2"| VarInt
 
| Number of elements in the following array.
 
|-
 
|rowspan="4"| Property
 
| Name
 
|rowspan="4"| Array
 
| String (32767)
 
|
 
|-
 
| Value
 
| String (32767)
 
|
 
|-
 
| Is Signed
 
 
  | Boolean
 
  | Boolean
  |  
+
  | True if the client is on the ground, false otherwise
|-
+
  |}
| Signature
+
 
| Optional String (32767)
+
==== Player Digging ====
| Only if Is Signed is true.
 
  |-
 
|colspan="2"| Gamemode
 
|colspan="2"| VarInt
 
|
 
|-
 
|colspan="2"| Ping
 
|colspan="2"| VarInt
 
| Measured in milliseconds.
 
|-
 
|colspan="2"| Has Display Name
 
|colspan="2"| Boolean
 
|
 
|-
 
|colspan="2"| Display Name
 
|colspan="2"| Optional [[Chat]]
 
| Only if Has Display Name is true.
 
|-
 
| 1: update gamemode
 
|colspan="2"| Gamemode
 
|colspan="2"| VarInt
 
|
 
|-
 
| 2: update latency
 
|colspan="2"| Ping
 
|colspan="2"| VarInt
 
| Measured in milliseconds.
 
|-
 
|rowspan="2"| 3: update display name
 
|colspan="2"| Has Display Name
 
|colspan="2"| Boolean
 
|
 
|-
 
|colspan="2"| Display Name
 
|colspan="2"| Optional [[Chat]]
 
| Only send if Has Display Name is true.
 
|-
 
| 4: remove player
 
|colspan="2"| ''no fields''
 
|colspan="2"| ''no fields''
 
|
 
|}
 
  
The Property field looks as in the response of [[Mojang API#UUID -> Profile + Skin/Cape]], except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at [[Mojang API#UUID -> Profile + Skin/Cape]]. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.
+
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.
 
 
Ping values correspond with icons in the following way:
 
* A ping that negative (i.e. not known to the server yet) will result in the no connection icon.
 
* A ping under 150 milliseconds will result in 5 bars
 
* A ping under 300 milliseconds will result in 4 bars
 
* A ping under 600 milliseconds will result in 3 bars
 
* A ping under 1000 milliseconds (1 second) will result in 2 bars
 
* A ping greater than or equal to 1 second will result in 1 bar.
 
 
 
==== Face Player ====
 
 
 
Used to rotate the client player to face the given location or entity (for <code>/teleport [<targets>] <x> <y> <z> facing</code>).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,368: Line 3,693:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x37
+
  |rowspan="3"| 0x07
  |rowspan="8"| Play
+
  |rowspan="3"| Play
  |rowspan="8"| Client
+
  |rowspan="3"| Server
 +
| Status
 +
| Byte
 +
| The action the player is taking against the block (see below)
 
  |-
 
  |-
  | Feet/eyes
+
  | Location
  | VarInt enum
+
  | Position
  | Values are feet=0, eyes=1. If set to eyes, aims using the head position; otherwise aims using the feet position.
+
  | Block position
 +
|-
 +
| Face
 +
| Byte
 +
| The face being hit (see below)
 +
|}
 +
 
 +
Status can (currently) be one of six values:
 +
 
 +
{| class="wikitable"
 +
! Meaning
 +
  ! Value
 
  |-
 
  |-
  | Target x
+
  | Started digging
  | Double
+
  | <code>0</code>
| x coordinate of the point to face towards.
 
 
  |-
 
  |-
  | Target y
+
  | Cancelled digging
  | Double
+
  | <code>1</code>
| y coordinate of the point to face towards.
 
 
  |-
 
  |-
  | Target z
+
  | Finished digging
  | Double
+
  | <code>2</code>
| z coordinate of the point to face towards.
 
 
  |-
 
  |-
  | Is entity
+
  | Drop item stack
  | Boolean
+
  | <code>3</code>
| If true, additional information about an entity is provided.
 
 
  |-
 
  |-
  | Entity ID
+
  | Drop item
  | Optional VarInt
+
  | <code>4</code>
| Only if is entity is true &mdash; the entity to face towards.
 
 
  |-
 
  |-
  | Entity feet/eyes
+
  | Shoot arrow / finish eating
  | Optional VarInt enum
+
  | <code>5</code>
| Whether to look at the entity's eyes or feet.  Same values and meanings as before, just for the entity's head/feet.
 
 
  |}
 
  |}
  
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
+
Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, the client simply send a 1 (cancel digging).
  
==== Player Position And Look (clientbound) ====
+
Status code 4 (drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server. Status code 3 is similar, but drops the entire stack.
  
Updates the player's position on the server. This packet will also close the “Downloading Terrain” screen when joining/respawning.
+
Status code 5 (shoot arrow / finish eating) is also a special case. The x, y and z fields are all set to 0 like above, with the exception of the face field, which is set to 255.
 
 
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 meters, the client will be kicked for “You moved too quickly :( (Hacking?)”.
 
 
 
Also if the fixed-point number of X or Z is set greater than <code>3.2E7D</code> the client will be kicked for “Illegal position”.
 
 
 
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 
  
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
+
The face can be one of six values, representing the face being hit:
  
 
{| class="wikitable"
 
{| class="wikitable"
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="8"| 0x38
+
! Value
  |rowspan="8"| Play
+
  | 0
  |rowspan="8"| Client
+
  | 1
  | X
+
  | 2
  | Double
+
  | 3
  | Absolute or relative position, depending on Flags.
+
  | 4
 +
  | 5
 
  |-
 
  |-
  | Y
+
! Offset
  | Double
+
| -Y
  | Absolute or relative position, depending on Flags.
+
  | +Y
 +
  | -Z
 +
| +Z
 +
| -X
 +
| +X
 +
  |}
 +
 
 +
==== Player Block Placement ====
 +
 
 +
{| class="wikitable"
 
  |-
 
  |-
  | Z
+
  ! Packet ID
  | Double
+
  ! State
  | Absolute or relative position, depending on Flags.
+
  ! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
  | Yaw
+
  |rowspan="6"| 0x08
  | Float
+
|rowspan="6"| Play
  | Absolute or relative rotation on the X axis, in degrees.
+
|rowspan="6"| Server
 +
| Location
 +
  | Position
 +
  | Block position
 
  |-
 
  |-
  | Pitch
+
  | Face
| Float
 
| Absolute or relative rotation on the Y axis, in degrees.
 
|-
 
| Flags
 
 
  | Byte
 
  | Byte
  | Bit field, see below.
+
  | The face on which the block is placed (see above)
 
  |-
 
  |-
  | Teleport ID
+
  | Held Item
  | VarInt
+
  | [[Slot Data|Slot]]
| Client should confirm this packet with [[#Teleport Confirm|Teleport Confirm]] containing the same Teleport ID.
+
|
 
  |-
 
  |-
  | Dismount Vehicle
+
  | Cursor Position X
  | Boolean
+
  | Byte
  | True if the player should dismount their vehicle.
+
  | The position of the crosshair on the block
|}
+
|-
 +
| Cursor Position Y
 +
| Byte
 +
|
 +
|-
 +
| Cursor Position Z
 +
| Byte
 +
|
 +
|}
 +
 
 +
In normal operation (i.e. placing a block), this packet is sent once, with the values set normally.
 +
 
 +
This packet has a special case where X, Y, Z, and Face are all -1. (Note that Y is unsigned so set to 255.) This special packet indicates that the currently held item for the player should have its state updated such as eating food, pulling back bows, using buckets, etc.
 +
 
 +
In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID. However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection. The client has been observed (1.2.5 and 1.3.2) to send both real item IDs and -1 in a single session.
  
About the Flags field:
+
Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action — based on current position/orientation and with a distance check — it appears that buckets can only be used within a radius of 6 units.
 +
 
 +
==== Held Item Change ====
  
<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
+
Sent when the player changes the slot selection
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Packet ID
 +
! State
 +
! Bound To
 +
! Field Name
 +
! Field Type
 +
! Notes
 
  |-
 
  |-
! Field
+
  |rowspan="1"| 0x09
! Bit
+
  |rowspan="1"| Play
|-
+
  |rowspan="1"| Server
| X
+
  | Slot
| 0x01
+
  | Short
|-
+
  | The slot which the player has selected (0–8)
| Y
 
| 0x02
 
  |-
 
| Z
 
  | 0x04
 
|-
 
  | Y_ROT
 
| 0x08
 
  |-
 
  | X_ROT
 
  | 0x10
 
 
  |}
 
  |}
  
==== Unlock Recipes ====
+
==== Animation ====
 +
 
 +
Sent when the player's arm swings
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,494: Line 3,840:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="14"| 0x39
+
  |rowspan="1"| 0x0A
  |rowspan="14"| Play
+
  |rowspan="1"| Play
  |rowspan="14"| Client
+
  |rowspan="1"| Server
  |-
+
  |colspan="3"| ''no fields''
| Action
 
| VarInt
 
| 0: init, 1: add, 2: remove.
 
|-
 
| Crafting Recipe Book Open
 
| Boolean
 
| If true, then the crafting recipe book will be open when the player opens its inventory.
 
|-
 
| Crafting Recipe Book Filter Active
 
| Boolean
 
| If true, then the filtering option is active when the players opens its inventory.
 
|-
 
| Smelting Recipe Book Open
 
| Boolean
 
| If true, then the smelting recipe book will be open when the player opens its inventory.
 
|-
 
| Smelting Recipe Book Filter Active
 
| Boolean
 
| If true, then the filtering option is active when the players opens its inventory.
 
|-
 
| Blast Furnace Recipe Book Open
 
| Boolean
 
| If true, then the blast furnace recipe book will be open when the player opens its inventory.
 
|-
 
| Blast Furnace Recipe Book Filter Active
 
| Boolean
 
| If true, then the filtering option is active when the players opens its inventory.
 
|-
 
| Smoker Recipe Book Open
 
| Boolean
 
| If true, then the smoker recipe book will be open when the player opens its inventory.
 
|-
 
| Smoker Recipe Book Filter Active
 
| Boolean
 
| If true, then the filtering option is active when the players opens its inventory.
 
|-
 
| Array size 1
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Recipe IDs
 
| Array of Identifier
 
|
 
|-
 
| Array size 2
 
| Optional VarInt
 
| Number of elements in the following array, only present if mode is 0 (init).
 
|-
 
| Recipe IDs
 
| Optional Array of Identifier
 
| Only present if mode is 0 (init)
 
 
  |}
 
  |}
Action:
 
* 0 (init) = All the recipes in list 1 will be tagged as displayed, and all the recipes in list 2 will be added to the recipe book. Recipes that aren't tagged will be shown in the notification.
 
* 1 (add) = All the recipes in the list are added to the recipe book and their icons will be shown in the notification.
 
* 2 (remove) = Remove all the recipes in the list. This allows them to be re-displayed when they are re-added.
 
  
==== Destroy Entities ====
+
==== Entity Action ====
  
Sent by the server when an entity is to be destroyed on the client.
+
Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,567: Line 3,858:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3A
+
  |rowspan="3"| 0x0B
  |rowspan="2"| Play
+
  |rowspan="3"| Play
  |rowspan="2"| Client
+
  |rowspan="3"| Server
  | Count
+
  | Entity ID
 +
| VarInt
 +
| Player ID
 +
|-
 +
| Action ID
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array.
+
  | The ID of the action, see below
 
  |-
 
  |-
  | Entity IDs
+
  | Action Parameter
  | Array of VarInt
+
  | VarInt
  | The list of entities to destroy.
+
  | Only used by Horse Jump Boost, in which case it ranges from 0 to 100.  In all other cases it is 0.
 
  |}
 
  |}
  
==== Remove Entity Effect ====
+
Action ID can be one of the following values:
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! ID
  ! State
+
  ! Action
  ! Bound To
+
  |-
  ! Field Name
+
| 0
  ! Field Type
+
| Start sneaking
  ! Notes
+
|-
 +
| 1
 +
| Stop sneaking
 +
|-
 +
| 2
 +
| Leave bed
 +
|-
 +
| 3
 +
| Start sprinting
 +
  |-
 +
  | 4
 +
  | Stop sprinting
 
  |-
 
  |-
  |rowspan="2"| 0x3B
+
  | 5
|rowspan="2"| Play
+
  | Jump with horse
|rowspan="2"| Client
 
| Entity ID
 
| VarInt
 
  |  
 
 
  |-
 
  |-
  | Effect ID
+
  | 6
  | Byte
+
  | Open ridden horse inventory
| See {{Minecraft Wiki|Status effect#Effect IDs|this table}}.
 
 
  |}
 
  |}
  
==== Resource Pack Send ====  
+
Leave Bed is only sent when the "Leave Bed" button is clicked on the sleep GUI, not when waking up due today time.
 +
 
 +
Open ridden horse inventory is only sent when pressing the inventory key on a horse - all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
 +
 
 +
==== Steer Vehicle ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,611: Line 3,916:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="5"| 0x3C
+
  |rowspan="3"| 0x0C
  |rowspan="5"| Play
+
  |rowspan="3"| Play
  |rowspan="5"| Client
+
  |rowspan="3"| Server
  | URL
+
  | Sideways
  | String (32767)
+
  | Float
  | The URL to the resource pack.
+
  | Positive to the left of the player
 
  |-
 
  |-
  | Hash
+
  | Forward
  | String (40)
+
  | Float
  | A 40 character hexadecimal and lowercase [[wikipedia:SHA-1|SHA-1]] hash of the resource pack file. (must be lower case in order to work)<br />If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id
+
  | Positive forward
 
  |-
 
  |-
  | Forced
+
  | Flags
  | Boolean
+
  | Unsigned Byte
  | The notchian client will be forced to use the resource pack from the server. If they decline they will be kicked from the server.
+
  | Bit mask. 0x1: jump, 0x2: unmount
|-
 
| Has Prompt Message
 
| Boolean
 
| <code>true</code> If the next field will be sent <code>false</code> otherwise. When <code>false</code>, this is the end of the packet
 
|-
 
| Prompt Message
 
| Optional [[Chat]]
 
| This is shown in the prompt making the client accept or decline the resource pack.
 
 
  |}
 
  |}
  
==== Respawn ====
+
==== Close Window ====
 +
 
 +
This packet is sent by the client when closing a window.
  
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.
+
Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an [[#Open Window|Open Window]] packet for the inventory.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,647: Line 3,946:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="8"| 0x3D
+
  | 0x0D
  |rowspan="8"| Play
+
  |rowspan="1"| Play
  |rowspan="8"| Client
+
  |rowspan="1"| Server
| Dimension
+
  | Window ID
| [[NBT|NBT Tag Compound]]
 
| |Valid dimensions are defined per dimension registry sent in [[#Join Game|Join Game]]
 
|-
 
| World Name
 
| Identifier
 
| Name of the world being spawned into
 
|-
 
| Hashed seed
 
| Long
 
| First 8 bytes of the SHA-256 hash of the world's seed. Used client side for biome noise
 
|-
 
  | Gamemode
 
 
  | Unsigned Byte
 
  | Unsigned Byte
  | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included
+
  | This is the ID of the window that was closed. 0 for player inventory.
|-
 
| Previous Gamemode
 
| Unsigned Byte
 
| 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included. The previous gamemode. (More information needed)
 
|-
 
| Is Debug
 
| Boolean
 
| True if the world is a {{Minecraft Wiki|debug mode}} world; debug mode worlds cannot be modified and have predefined blocks.
 
|-
 
| Is Flat
 
| Boolean
 
| True if the world is a {{Minecraft Wiki|superflat}} world; flat worlds have different void fog and a horizon at y=0 instead of y=63.
 
|-
 
| Copy metadata
 
| Boolean
 
| If false, metadata is reset on the respawned player entity. Set to true for dimension changes (including the dimension change triggered by sending client status perform respawn to exit the end poem/credits), and false for normal respawns.
 
 
  |}
 
  |}
  
{{Need Info|Does the new World Name field resolve this same-dimension issue?}}
+
==== Click Window ====
 
 
{{Warning2|Avoid changing player's dimension to same dimension they were already in unless they are dead. If you change the dimension to one they are already in, weird bugs can occur, such as the player being unable to attack other players in new world (until they die and respawn).
 
 
 
If you must respawn a player in the same dimension without killing them, send two respawn packets, one to a different world and then another to the world you want. You do not need to complete the first respawn; it only matters that you send two packets.}}
 
  
==== Entity Head Look ====
+
This packet is sent by the player when it clicks on a slot in a window.
 
 
Changes the direction an entity's head is facing.
 
 
 
While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,703: Line 3,966:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x3E
+
  |rowspan="6"| 0x0E
  |rowspan="2"| Play
+
  |rowspan="6"| Play
  |rowspan="2"| Client
+
  |rowspan="6"| Server
  | Entity ID
+
  | Window ID
  | VarInt
+
  | Unsigned Byte
  |  
+
  | The ID of the window which was clicked. 0 for player inventory.
 
  |-
 
  |-
  | Head Yaw
+
  | Slot
  | Angle
+
  | Short
  | New angle, not a delta.
+
  | The clicked slot number, see below
|}
 
 
==== Multi Block Change ====
 
 
 
Fired whenever 2 or more blocks are changed within the same chunk on the same tick.
 
 
 
{{Warning|Changing blocks in chunks not loaded by the client is unsafe (see note on [[#Block Change|Block Change]]).}}
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="4"| 0x3F
+
  | Button
  |rowspan="4"| Play
+
  | Byte
  |rowspan="4"| Client
+
  | The button used in the click, see below
| Chunk section position
 
| Long
 
| Chunk section coordinate (encoded chunk x and z with each 22 bits, and section y with 20 bits, from left to right).
 
 
  |-
 
  |-
  |  
+
  | Action Number
  | Boolean
+
  | Short
  | Always inverse the preceding Update Light packet's "Trust Edges" bool
+
  | A unique number for the action, implemented by Notchian as a counter, starting at 1. Used by the server to send back a [[#Confirm Transaction|Confirm Transaction]].
 
  |-
 
  |-
  | Blocks array size
+
  | Mode
  | VarInt
+
  | Byte Enum
  | Number of elements in the following array.
+
  | Inventory operation mode, see below
 
  |-
 
  |-
  | Blocks
+
  | Clicked item
  | Array of VarLong
+
  | [[Slot Data|Slot]]
  | Each entry is composed of the block state id, shifted left by 12, and the relative block position in the chunk section (4 bits for x, z, and y, from left to right).
+
  | The clicked slot. Has to be empty (item ID = -1) for drop mode.
 
  |}
 
  |}
  
Chunk section position is encoded:
+
See [[Inventory]] for further information about how slots are indexed.
<syntaxhighlight lang="java">
 
((sectionX & 0x3FFFFF) << 42) | (sectionY & 0xFFFFF) | ((sectionZ & 0x3FFFFF) << 20);
 
</syntaxhighlight>
 
and decoded:
 
<syntaxhighlight lang="java">
 
sectionX = long >> 42;
 
sectionY = long << 44 >> 44;
 
sectionZ = long << 22 >> 42;
 
</syntaxhighlight>
 
  
Blocks are encoded:
+
When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.
<syntaxhighlight lang="java">
 
blockStateId << 12 | (blockLocalX << 8 | blockLocalZ << 4 | blockLocalY)
 
//Uses the local position of the given block position relative to its respective chunk section
 
</syntaxhighlight>
 
  
==== Select Advancement Tab ====
+
The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.
 
 
Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement in another tab is made.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
  ! Packet ID
+
  ! Mode
  ! State
+
  ! Button
  ! Bound To
+
  ! Slot
  ! Field Name
+
  ! Trigger
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x40
+
  !rowspan="2"| 0
|rowspan="2"| Play
+
  | 0
|rowspan="2"| Client
+
  | Normal
  | Has id
+
  | Left mouse click
  | Boolean
 
  | Indicates if the next field is present.
 
 
  |-
 
  |-
  | Optional Identifier
+
  | 1
  | String (32767)
+
  | Normal
  | See below.
+
  | Right mouse click
|}
 
 
 
The Identifier can be one of the following:
 
 
 
{| class="wikitable"
 
! Optional Identifier
 
 
  |-
 
  |-
  | minecraft:story/root
+
  !rowspan="2"| 1
 +
| 0
 +
| Normal
 +
| Shift + left mouse click
 
  |-
 
  |-
  | minecraft:nether/root
+
  | 1
 +
| Normal
 +
| Shift + right mouse click ''(identical behavior)''
 
  |-
 
  |-
  | minecraft:end/root
+
  !rowspan="5"| 2
 +
| 0
 +
| Normal
 +
| Number key 1
 
  |-
 
  |-
  | minecraft:adventure/root
+
  | 1
 +
| Normal
 +
| Number key 2
 
  |-
 
  |-
  | minecraft:husbandry/root
+
  | 2
  |}
+
  | Normal
 
+
| Number key 3
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
 
 
 
==== Action Bar ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="1"| 0x41
+
  |
  |rowspan="1"| Play
+
  |
  |rowspan="1"| Client
+
  |
| Action bar text
 
| [[Chat]]
 
| Displays a message above the hotbar (the same as position 2 in [[#Chat Message (clientbound)|Chat Message (clientbound)]].
 
|}
 
 
 
==== World Border Center ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="2"| 0x42
+
  | 8
|rowspan="2"| Play
+
  | Normal
|rowspan="2"| Client
+
  | Number key 9
| X
 
  | Double
 
  |  
 
 
  |-
 
  |-
  | Z
+
  !rowspan="1"| 3
  | Double
+
  | 2
  |  
+
  | Normal
  |}
+
  | Middle click
 
 
==== World Border Lerp Size ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
 
  |-
 
  |-
  |rowspan="3"| 0x43
+
  !rowspan="4"| 4
|rowspan="3"| Play
+
  | 0
|rowspan="3"| Client
+
  | Normal*
  | Old Diameter
+
  | Drop key (Q) (* Clicked item is different, see above)
  | Double
 
  | Current length of a single side of the world border, in meters.
 
 
  |-
 
  |-
  | New Diameter
+
  | 1
  | Double
+
  | Normal*
  | Target length of a single side of the world border, in meters.
+
  | Ctrl + Drop key (Ctrl-Q) ''(drops full stack)''
 +
|-
 +
| 0
 +
| -999
 +
| Left click outside inventory holding nothing ''(no-op)''
 +
|-
 +
| 1
 +
| -999
 +
| Right click outside inventory holding nothing ''(no-op)''
 +
|-
 +
!rowspan="6"| 5
 +
| 0
 +
| -999
 +
| Starting left mouse drag ''(or middle mouse)''
 +
|-
 +
| 4
 +
| -999
 +
| Starting right mouse drag
 +
|-
 +
| 1
 +
| Normal
 +
| Add slot for left-mouse drag
 +
|-
 +
| 5
 +
| Normal
 +
| Add slot for right-mouse drag
 +
|-
 +
| 2
 +
| -999
 +
| Ending left mouse drag
 +
|-
 +
| 6
 +
| -999
 +
| Ending right mouse drag
 
  |-
 
  |-
  | Speed
+
! 6
  | VarLong
+
  | 0
  | Number of real-time ''milli''seconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0.
+
  | Normal
 +
  | Double click
 
  |}
 
  |}
  
==== World Border Size ====
+
Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):
  
{| class="wikitable"
+
# packet with mode 5, slot -999, button (0 for left | 4 for right);
  ! Packet ID
+
# packet for every slot painted on, mode is still 5, button (1 | 5);
  ! State
+
# packet with mode 5, slot -999, button (2 | 6);
 +
 
 +
If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.
 +
 
 +
The server will send back a [[#Confirm Transaction|Confirm Transaction]] packet. If the click was not accepted, the client must reflect that packet before sending more [[#Click Window|Click Window]] packets, otherwise the server will reject them silently. The Notchian server also sends a [[#Window Items|Window Items]] packet for the open window and [[#Set Slot|Set Slot]] packets for the clicked and cursor slot, but only when the click was not accepted, probably to resynchronize client and server.
 +
 
 +
==== Confirm Transaction ====
 +
 
 +
If a transaction sent by the client was not accepted, the server will reply with a [[#Confirm Transaction|Confirm Transaction]] ([[#Play|Play]], 0x32, clientbound) packet with the Accepted field set to false. When this happens, the client must reflect the packet to apologize (as with movement), otherwise the server ignores any successive transactions.
 +
 
 +
{| class="wikitable"
 +
  ! Packet ID
 +
  ! State
 
  ! Bound To
 
  ! Bound To
 
  ! Field Name
 
  ! Field Name
Line 4,884: Line 4,120:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x44
+
  |rowspan="3"| 0x0F
  |rowspan="1"| Play
+
  |rowspan="3"| Play
  |rowspan="1"| Client
+
  |rowspan="3"| Server
  | Diameter
+
  | Window ID
  | Double
+
  | Byte
  | Length of a single side of the world border, in meters.
+
  | The ID of the window that the action occurred in
 +
|-
 +
| Action Number
 +
| Short
 +
| Every action that is to be accepted has a unique number. This field corresponds to that number.
 +
|-
 +
| Accepted
 +
| Boolean
 +
| Whether the action was accepted
 
  |}
 
  |}
  
==== World Border Warning Delay ====  
+
==== Creative Inventory Action ====
 +
 
 +
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
 +
 
 +
Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.
 +
 
 +
This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,902: Line 4,152:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x45
+
  |rowspan="2"| 0x10
  |rowspan="1"| Play
+
  |rowspan="2"| Play
  |rowspan="1"| Client
+
  |rowspan="2"| Server
  | Warning Time
+
  | Slot
  | VarInt
+
  | Short
  | In seconds as set by <code>/worldborder warning time</code>.
+
| Inventory slot
 +
|-
 +
| Clicked Item
 +
| [[Slot Data|Slot]]
 +
  |  
 
  |}
 
  |}
  
==== World Border Warning Reach ====  
+
==== Enchant Item ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,920: Line 4,174:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x46
+
  |rowspan="2"| 0x11
  |rowspan="1"| Play
+
  |rowspan="2"| Play
  |rowspan="1"| Client
+
  |rowspan="2"| Server
  | Warning Blocks
+
  | Window ID
  | VarInt
+
  | Byte
  | In meters.
+
  | The ID of the enchantment table window sent by [[#Open Window|Open Window]]
 +
|-
 +
| Enchantment
 +
| Byte
 +
| The position of the enchantment on the enchantment table window, starting with 0 as the topmost one
 
  |}
 
  |}
  
==== Camera ====
+
==== Update Sign ====
  
Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.
+
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
  
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity.  The player is unable to move this entity (move packets will act as if they are coming from the other entity).
+
The server only accepts this packet after [[#Open Sign Editor|Open Sign Editor]], otherwise this packet is silently ignored.
 
 
If the given entity is not loaded by the player, this packet is ignored.  To return control to the player, send this packet with their entity ID.
 
 
 
The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,946: Line 4,200:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x47
+
  |rowspan="5"| 0x12
  | Play
+
  |rowspan="5"| Play
  | Client
+
  |rowspan="5"| Server
  | Camera ID
+
| Location
  | VarInt
+
| Position
  | ID of the entity to set the client's camera to.
+
| Block Coordinates
 +
|-
 +
| Line 1
 +
| [[Chat]]
 +
| First line of text in the sign
 +
|-
 +
| Line 2
 +
| [[Chat]]
 +
| Second line of text in the sign
 +
|-
 +
  | Line 3
 +
  | [[Chat]]
 +
  | Third line of text in the sign
 +
|-
 +
| Line 4
 +
| [[Chat]]
 +
| Fourth line of text in the sign
 
  |}
 
  |}
  
The notchian client also loads certain shaders for given entities:
+
==== Player Abilities ====
 
 
* Creeper &rarr; <code>shaders/post/creeper.json</code>
 
* Spider (and cave spider) &rarr; <code>shaders/post/spider.json</code>
 
* Enderman &rarr; <code>shaders/post/invert.json</code>
 
* Anything else &rarr; the current shader is unloaded
 
  
==== Held Item Change (clientbound) ====
+
The latter 2 bytes are used to indicate the walking and flying speeds respectively, while the first byte is used to determine the value of 4 booleans.
  
Sent to change the player's slot selection.
+
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly. All other parameters are ignored by the vanilla server.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,973: Line 4,238:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x48
+
  |rowspan="3"| 0x13
  | Play
+
  |rowspan="3"| Play
  | Client
+
  |rowspan="3"| Server
  | Slot
+
  | Flags
 
  | Byte
 
  | Byte
  | The slot which the player has selected (0–8).
+
  | Bit mask. 0x08: damage disabled (god mode), 0x04: can fly, 0x02: is flying, 0x01: is Creative
 +
|-
 +
| Flying Speed
 +
| Float
 +
|
 +
|-
 +
| Walking Speed
 +
| Float
 +
|
 
  |}
 
  |}
  
==== Update View Position ====
+
==== Tab-Complete ====
  
{{Need Info|Why is this even needed?  Is there a better name for it?  My guess is that it's something to do with logical behavior with latency, but it still seems weird.}}
+
Sent when the user presses ''tab'' while writing text.
 
 
Updates the client's location.  This is used to determine what chunks should remain loaded and if a chunk load should be ignored; chunks outside of the view distance may be unloaded.
 
 
 
Sent whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,997: Line 4,266:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x49
+
  |rowspan="3"| 0x14
  |rowspan="2"| Play
+
  |rowspan="3"| Play
  |rowspan="2"| Client
+
  |rowspan="3"| Server
  | Chunk X
+
  | Text
  | VarInt
+
  | String
  | Chunk X coordinate of the player's position.
+
  | All text behind the cursor
 +
|-
 +
| Has Position
 +
| Boolean
 +
|
 
  |-
 
  |-
  | Chunk Z
+
  | Looked At Block
  | VarInt
+
  | Optional Position
  | Chunk Z coordinate of the player's position.
+
  | The position of the block being looked at. Only sent if Has Position is true.
 
  |}
 
  |}
  
==== Update View Distance ====
+
==== Client Settings ====
  
Sent by the integrated singleplayer server when changing render distance.  This packet is sent by the server when the client reappears in the overworld after leaving the end.
+
Sent when the player connects, or when settings are changed.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,021: Line 4,294:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x4A
+
  |rowspan="5"| 0x15
  | Play
+
  |rowspan="5"| Play
  | Client
+
  |rowspan="5"| Server
 +
| Locale
 +
| String
 +
| e.g. en_GB
 +
|-
 
  | View Distance
 
  | View Distance
  | VarInt
+
  | Byte
  | Render distance (2-32).
+
  | Client-side render distance, in chunks
 +
|-
 +
| Chat Mode
 +
| Byte
 +
| 0: enabled, 1: commands only, 2: hidden
 +
|-
 +
| Chat Colors
 +
| Boolean
 +
| “Colors” multiplayer setting
 +
|-
 +
| Displayed Skin Parts
 +
| Unsigned Byte
 +
| Skin parts, see note below
 
  |}
 
  |}
 
==== Spawn Position ====
 
  
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
+
''Displayed Skin Parts'' flags:
 +
 
 +
* Bit 0 (0x01): Cape enabled
 +
* Bit 1 (0x02): Jacket enabled
 +
* Bit 2 (0x04): Left Sleeve enabled
 +
* Bit 3 (0x08): Right Sleeve enabled
 +
* Bit 4 (0x10): Left Pants Leg enabled
 +
* Bit 5 (0x20): Right Pants Leg enabled
 +
* Bit 6 (0x40): Hat enabled
 +
 
 +
The most significant bit (bit 7, 0x80) appears to be unused.
 +
 
 +
==== Client Status ====
 +
 
 +
Sent when the client is ready to complete login and when the client is ready to respawn after death.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,041: Line 4,342:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4B
+
  |rowspan="1"| 0x16
  |rowspan="2"| Play
+
  |rowspan="1"| Play
  |rowspan="2"| Client
+
  |rowspan="1"| Server
  | Location
+
  | Action ID
  | Position
+
  | VarInt
  | Spawn location.
+
  | See below
 +
|}
 +
 
 +
''Action ID'' values:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Action ID
 +
! Action
 +
|-
 +
| 0
 +
| Perform respawn
 +
|-
 +
| 1
 +
| Request stats
 
  |-
 
  |-
  | Angle
+
  | 2
  | Float
+
  | ''Taking Inventory'' achievement
| The angle at which to respawn at.
 
 
  |}
 
  |}
  
==== Display Scoreboard ====
+
==== Plugin Message ====
 +
 
 +
Mods and plugins can use this to send their data. Minecraft itself uses a number of [[plugin channel]]s. These internal channels are prefixed with <code>MC|</code>.
 +
 
 +
More documentation on this: [http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
  
This is sent to the client when it should display a scoreboard.
+
Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,065: Line 4,383:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4C
+
  |rowspan="2"| 0x17
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
  |rowspan="2"| Client
+
  |rowspan="2"| Server
  | Position
+
  | Channel
  | Byte
+
  | String
  | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color.
+
  | Name of the [[plugin channel]] used to send the data
 
  |-
 
  |-
  | Score Name
+
  | Data
  | String (16)
+
  | Byte Array
  | The unique name for the scoreboard to be displayed.
+
  | Any data, depending on the channel. <code><nowiki>MC|</nowiki></code> channels are documented [[plugin channel|here]].
 
  |}
 
  |}
  
==== Entity Metadata ====
+
==== Spectate ====
 +
 
 +
Teleports the player to the given entity.  The player must be in spectator mode.
  
Updates one or more [[Entity_metadata#Entity Metadata Format|metadata]] properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
+
The Notchian client only uses this to teleport to players, but it appears to accept any type of entity. The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world.  If the given entity cannot be found (or isn't loaded), this packet will be ignored.  It will also be ignored if the player attempts to teleport to themselves.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,089: Line 4,409:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4D
+
  |rowspan="1"| 0x18
  |rowspan="2"| Play
+
  |rowspan="1"| Play
  |rowspan="2"| Client
+
  |rowspan="1"| Server
  | Entity ID
+
  | Target Player
  | VarInt
+
  | UUID
|
+
  | UUID of the player to teleport to (can also be an entity UUID)
|-
 
| Metadata
 
| [[Entity_metadata#Entity Metadata Format|Entity Metadata]]
 
  |  
 
 
  |}
 
  |}
  
==== Attach Entity ====
+
==== Resource Pack Status ====  
 
 
This packet is sent when an entity has been {{Minecraft Wiki|Lead|leashed}} to another entity.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,113: Line 4,427:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x4E
+
  |rowspan="2"| 0x19
 
  |rowspan="2"| Play
 
  |rowspan="2"| Play
  |rowspan="2"| Client
+
  |rowspan="2"| Server
  | Attached Entity ID
+
  | Hash
  | Int
+
  | String
  | Attached entity's EID.
+
  | The hash sent in the [[#Resource Pack Send|Resource Pack Send]] packet.
 
  |-
 
  |-
  | Holding Entity ID
+
  | Result
  | Int
+
  | VarInt Enum
  | ID of the entity holding the lead. Set to -1 to detach.
+
  | 0: successfully loaded, 1: declined, 2: failed download, 3: accepted
 
  |}
 
  |}
  
==== Entity Velocity ====
+
== Status ==
 +
{{Main|Server List Ping}}
 +
 
 +
=== Clientbound ===
  
Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).
+
==== Response ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,137: Line 4,454:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x4F
+
  |rowspan="1"| 0x00
  |rowspan="4"| Play
+
  |rowspan="1"| Status
  |rowspan="4"| Client
+
  |rowspan="1"| Client
  | Entity ID
+
  | JSON Response
  | VarInt
+
  | String
  |  
+
  | See [[Server List Ping#Response]]
|-
 
| Velocity X
 
| Short
 
| Velocity on the X axis.
 
|-
 
| Velocity Y
 
| Short
 
| Velocity on the Y axis.
 
|-
 
| Velocity Z
 
| Short
 
| Velocity on the Z axis.
 
 
  |}
 
  |}
  
==== Entity Equipment ====
+
==== Pong ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,163: Line 4,468:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
  !colspan="2"| Field Type
+
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x50
+
  |rowspan="1"| 0x01
  |rowspan="3"| Play
+
  |rowspan="1"| Status
  |rowspan="3"| Client
+
  |rowspan="1"| Client
  |colspan="2"| Entity ID
+
  | Payload
|colspan="2"| VarInt
+
  | Long
| Entity's EID.
+
  | Should be the same as sent by the client
|-
 
|rowspan="2"| Equipment
 
  | Slot
 
  |rowspan="2"| Array
 
| Byte Enum
 
| Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet).  Also has the top bit set if another entry follows, and otherwise unset if this is the last item in the array.
 
|-
 
| Item
 
| [[Slot Data|Slot]]
 
|
 
 
  |}
 
  |}
  
==== Set Experience ====
+
=== Serverbound ===
  
Sent by the server when the client should change experience levels.
+
==== Request ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,197: Line 4,492:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x51
+
  |rowspan="1"| 0x00
  |rowspan="3"| Play
+
  | Status
  |rowspan="3"| Client
+
| Server
| Experience bar
+
  |colspan="3"| ''no fields''
| Float
 
| Between 0 and 1.
 
|-
 
| Level
 
| VarInt
 
|
 
|-
 
| Total Experience
 
| VarInt
 
| See {{Minecraft Wiki|Experience#Leveling up}} on the Minecraft Wiki for Total Experience to Level conversion.
 
 
  |}
 
  |}
  
==== Update Health ====
+
==== Ping ====
 
 
Sent by the server to update/set the health of the player it is sent to.
 
 
 
Food {{Minecraft Wiki|Food#Hunger vs. Saturation|saturation}} acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,227: Line 4,508:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x52
+
  |rowspan="1"| 0x01
  |rowspan="3"| Play
+
  |rowspan="1"| Status
  |rowspan="3"| Client
+
  |rowspan="1"| Server
  | Health
+
  | Payload
  | Float
+
  | Long
  | 0 or less = dead, 20 = full HP.
+
  | May be any number. Notchian clients use a system-dependent time value which is counted in milliseconds.
|-
 
| Food
 
| VarInt
 
| 0–20.
 
|-  
 
| Food Saturation
 
| Float
 
| Seems to vary from 0.0 to 5.0 in integer increments.
 
 
  |}
 
  |}
  
==== Scoreboard Objective ====
+
== Login ==
  
This is sent to the client when it should create a new {{Minecraft Wiki|scoreboard}} objective or remove one.
+
The login process is as follows:
  
{| class="wikitable"
+
# C→S: [[#Handshake|Handshake]] with Next State set to 2 (login)
! Packet ID
+
# C→S: [[#Login Start|Login Start]]
! State
+
# S→C: [[#Encryption Request|Encryption Request]]
! Bound To
+
# Client auth
! Field Name
+
# C→S: [[#Encryption Response|Encryption Response]]
! Field Type
+
# Server auth, both enable encryption
! Notes
+
# S→C: [[#Login Success|Login Success]] and Set Compression
|-
+
 
|rowspan="4"| 0x53
+
Login Success and Set Compression can be sent in either order, but anything after Set Compression must use the [[#With_compression|Post Compression packet format]]. The packet ID for Set Compression also depends on the current connection state, and Login Success switches the state to [[#Play|play]], meaning that the correct packet ID must be used depending on the order chosen.
|rowspan="4"| Play
+
 
|rowspan="4"| Client
+
For unauthenticated and localhost connections (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case [[#Login Start|Login Start]] is directly followed by [[#Login Success|Login Success]].
| Objective Name
+
 
| String (16)
+
See [[Protocol Encryption]] for details.
| A unique name for the objective.
+
 
|-
+
=== Clientbound ===
| Mode
 
| Byte
 
| 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.  
 
|-
 
| Objective Value
 
| Optional Chat
 
| Only if mode is 0 or 2. The text to be displayed for the score.
 
|-
 
| Type
 
| Optional VarInt enum
 
| Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".
 
|}
 
  
==== Set Passengers ====
+
==== Disconnect ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,285: Line 4,546:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="3"| 0x54
+
  |rowspan="1"| 0x00
  |rowspan="3"| Play
+
  |rowspan="1"| Login
  |rowspan="3"| Client
+
  |rowspan="1"| Client
  | Entity ID
+
  | Reason
  | VarInt
+
  | [[Chat]]
  | Vehicle's EID.
+
  |  
|-
 
| Passenger Count
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Passengers
 
| Array of VarInt
 
| EIDs of entity's passengers.
 
 
  |}
 
  |}
  
==== Teams ====
+
==== Encryption Request ====
 
 
Creates and updates teams.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,309: Line 4,560:
 
  ! State
 
  ! State
 
  ! Bound To
 
  ! Bound To
  !colspan="2"| Field Name
+
  ! Field Name
 
  ! Field Type
 
  ! Field Type
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="23"| 0x55
+
  |rowspan="5"| 0x01
  |rowspan="23"| Play
+
  |rowspan="5"| Login
  |rowspan="23"| Client
+
  |rowspan="5"| Client
  |colspan="2"| Team Name
+
  | Server ID
  | String (16)
+
  | String
| A unique name for the team. (Shared with scoreboard).
+
  | Appears to be empty
|-
 
|colspan="2"| Mode
 
| Byte
 
  | Determines the layout of the remaining packet.
 
 
  |-
 
  |-
  |rowspan="9"| 0: create team
+
  | Public Key Length
| Team Display Name
 
| Chat
 
|
 
|-
 
| Friendly Flags
 
| Byte
 
| Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team.
 
|-
 
| Name Tag Visibility
 
| String Enum (32)
 
| <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>.
 
|-
 
| Collision Rule
 
| String Enum (32)
 
| <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>.
 
|-
 
| Team Color
 
| VarInt enum
 
| Used to color the name of players on the team; see below.
 
|-
 
| Team Prefix
 
| Chat
 
| Displayed before the names of players that are part of this team.
 
|-
 
| Team Suffix
 
| Chat
 
| Displayed after the names of players that are part of this team.
 
|-
 
| Entity Count
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array.
+
  | Length of Public Key
 
  |-
 
  |-
  | Entities
+
  | Public Key
  | Array of String (40)
+
  | Byte Array
| Identifiers for the entities in this team.  For players, this is their username; for other entities, it is their UUID.
 
|-
 
| 1: remove team
 
| ''no fields''
 
| ''no fields''
 
 
  |  
 
  |  
 
  |-
 
  |-
  |rowspan="7"| 2: update team info
+
  | Verify Token Length
| Team Display Name
 
| Chat
 
|
 
|-
 
| Friendly Flags
 
| Byte
 
| Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team.
 
|-
 
| Name Tag Visibility
 
| String Enum (32)
 
| <code>always</code>, <code>hideForOtherTeams</code>, <code>hideForOwnTeam</code>, <code>never</code>
 
|-
 
| Collision Rule
 
| String Enum (32)
 
| <code>always</code>, <code>pushOtherTeams</code>, <code>pushOwnTeam</code>, <code>never</code>
 
|-
 
| Team Color
 
| VarInt enum
 
| Used to color the name of players on the team; see below.
 
|-
 
| Team Prefix
 
| Chat
 
| Displayed before the names of players that are part of this team.
 
|-
 
| Team Suffix
 
| Chat
 
| Displayed after the names of players that are part of this team.
 
|-
 
|rowspan="2"| 3: add entities to team
 
| Entity Count
 
 
  | VarInt
 
  | VarInt
  | Number of elements in the following array.
+
  | Length of Verify Token
 
  |-
 
  |-
  | Entities
+
  | Verify Token
  | Array of String (40)
+
  | Byte Array
  | Identifiers for the added entities.  For players, this is their username; for other entities, it is their UUID.
+
  |  
|-
 
|rowspan="2"| 4: remove entities from team
 
| Entity Count
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Entities
 
| Array of String (40)
 
| Identifiers for the removed entities.  For players, this is their username; for other entities, it is their UUID.
 
 
  |}
 
  |}
  
Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.
+
See [[Protocol Encryption]] for details.
  
{| class="wikitable"
+
==== Login Success ====
! ID
 
! Formatting
 
|-
 
| 0-15
 
| Color formatting, same values as [[Chat]] colors.
 
|-
 
| 16
 
| Obfuscated
 
|-
 
| 17
 
| Bold
 
|-
 
| 18
 
| Strikethrough
 
|-
 
| 19
 
| Underlined
 
|-
 
| 20
 
| Italic
 
|-
 
| 21
 
| Reset
 
|}
 
 
 
==== Update Score ====
 
 
 
This is sent to the client when it should update a scoreboard item.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,454: Line 4,600:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="4"| 0x56
+
  |rowspan="2"| 0x02
  |rowspan="4"| Play
+
  |rowspan="2"| Login
  |rowspan="4"| Client
+
  |rowspan="2"| Client
  | Entity Name
+
  | UUID
  | String (40)
+
  | String
  | The entity whose score this is.  For players, this is their username; for other entities, it is their UUID.
+
  | Unlike in other packets, this field contains the UUID as a string with hyphens.
 
  |-
 
  |-
  | Action
+
  | Username
| Byte
+
  | String
| 0 to create/update an item. 1 to remove an item.
+
  |  
|-
 
| Objective Name
 
  | String (16)
 
| The name of the objective the score belongs to.
 
|-
 
| Value
 
| Optional VarInt
 
  | The score to be displayed next to the entry. Only sent when Action does not equal 1.
 
 
  |}
 
  |}
  
==== Update Simulation Distance ====
+
This packet switches the connection state to [[#Play|play]].
 +
 
 +
==== Set Compression ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,484: Line 4,624:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  | 0x57
+
  |rowspan="1"| 0x03
  | Play
+
  |rowspan="1"| Login
  | Client
+
  |rowspan="1"| Client
  | Simulation Distance
+
  | Threshold
 
  | VarInt
 
  | VarInt
  | The distance that the client will process specific things, such as entities.
+
  | Maximum size of a packet before its compressed
 
  |}
 
  |}
  
==== Set Title SubTitle ====  
+
=== Serverbound ===
 +
 
 +
==== Login Start  ====
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,502: Line 4,644:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="1"| 0x58
+
  |rowspan="1"| 0x00
  |rowspan="1"| Play
+
  |rowspan="1"| Login
  |rowspan="1"| Client
+
  |rowspan="1"| Server
  | Subtitle Text
+
  | Name
  | [[Chat]]
+
  | String
  |
+
  |  
 
  |}
 
  |}
  
==== Time Update ====
+
==== Encryption Response ====
 
 
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
 
 
 
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
 
 
 
The default SMP server increments the time by <code>20</code> every second.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 5,526: Line 4,662:
 
  ! Notes
 
  ! Notes
 
  |-
 
  |-
  |rowspan="2"| 0x59
+
  |rowspan="4"| 0x01
  |rowspan="2"| Play
+
  |rowspan="4"| Login
  |rowspan="2"| Client
+
  |rowspan="4"| Server
  | World Age
+
  | Shared Secret Length
  | Long
+
  | VarInt
  | In ticks; not changed by server commands.
+
  | Length of Shared Secret
 +
|-
 +
| Shared Secret
 +
| Byte Array
 +
|
 +
|-
 +
| Verify Token Length
 +
| VarInt
 +
| Length of Verify Token
 
  |-
 
  |-
  | Time of day
+
  | Verify Token
  | Long
+
  | Byte Array
  | The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time.
+
  |  
 
  |}
 
  |}
  
==== Set Title Text ====
+
See [[Protocol Encryption]] for details.
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="1"| 0x5A
 
|rowspan="1"| Play
 
|rowspan="1"| Client
 
| Title Text
 
| [[Chat]]
 
|
 
|}
 
 
 
==== Set Title Times ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x5B
 
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Fade In
 
| Int
 
| Ticks to spend fading in.
 
|-
 
| Stay
 
| Int
 
| Ticks to keep the title displayed.
 
|-
 
| Fade Out
 
| Int
 
| Ticks to spend out, not when to start fading out.
 
|}
 
 
 
==== Entity Sound Effect ====
 
 
 
Plays a sound effect from an entity.
 
 
 
{{warning2|The pitch and volume fields in this packet are ignored.  See [https://bugs.mojang.com/browse/MC-138832 MC-138832] for more information.}}
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x5C
 
|rowspan="5"| Play
 
|rowspan="5"| Client
 
| Sound ID
 
| VarInt
 
| ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.16.5.html#sounds events] as of 1.16.5).
 
|-
 
| Sound Category
 
| VarInt Enum
 
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
 
|-
 
| Entity ID
 
| VarInt
 
|
 
|-
 
| Volume
 
| Float
 
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
 
|-
 
| Pitch
 
| Float
 
| Float between 0.5 and 2.0 by Notchian clients.
 
|}
 
 
 
==== Sound Effect ====
 
 
 
This packet is used to play a number of hardcoded sound events. For custom sounds, use [[#Named Sound Effect|Named Sound Effect]].
 
 
 
{{Warning|Numeric sound effect IDs are liable to change between versions}}
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| 0x5D
 
|rowspan="7"| Play
 
|rowspan="7"| Client
 
| Sound ID
 
| VarInt
 
| ID of hardcoded sound event ([https://pokechu22.github.io/Burger/1.16.5.html#sounds events] as of 1.16.5).
 
|-
 
| Sound Category
 
| VarInt Enum
 
| The category that this sound will be played from ([https://gist.github.com/konwboj/7c0c380d3923443e9d55 current categories]).
 
|-
 
| Effect Position X
 
| Int
 
| Effect X multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
|-
 
| Effect Position Y
 
| Int
 
| Effect Y multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
|-
 
| Effect Position Z
 
| Int
 
| Effect Z multiplied by 8 ([[Data types#Fixed-point numbers|fixed-point number]] with only 3 bits dedicated to the fractional part).
 
|-
 
| Volume
 
| Float
 
| 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients.
 
|-
 
| Pitch
 
| Float
 
| Float between 0.5 and 2.0 by Notchian clients.
 
|}
 
 
 
==== Stop Sound ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x5E
 
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Flags
 
| Byte
 
| Controls which fields are present.
 
|-
 
| Source
 
| Optional VarInt enum
 
| Only if flags is 3 or 1 (bit mask 0x1).  See below.  If not present, then sounds from all sources are cleared.
 
|-
 
| Sound
 
| Optional Identifier
 
| Only if flags is 2 or 3 (bit mask 0x2).  A sound effect name, see [[#Named Sound Effect|Named Sound Effect]].  If not present, then all sounds are cleared.
 
|}
 
 
 
Categories:
 
 
 
{| class="wikitable"
 
! Name !! Value
 
|-
 
| master || 0
 
|-
 
| music || 1
 
|-
 
| record || 2
 
|-
 
| weather || 3
 
|-
 
| block || 4
 
|-
 
| hostile || 5
 
|-
 
| neutral || 6
 
|-
 
| player || 7
 
|-
 
| ambient || 8
 
|-
 
| voice || 9
 
|}
 
 
 
==== Player List Header And Footer ====
 
 
 
This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the Notchian server.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x5F
 
|rowspan="2"| Play
 
|rowspan="2"| Client
 
| Header
 
| [[Chat]]
 
| To remove the header, send a empty text component: <code>{"text":""}</code>.
 
|-
 
| Footer
 
| [[Chat]]
 
| To remove the footer, send a empty text component: <code>{"text":""}</code>.
 
|}
 
 
 
==== NBT Query Response ====
 
 
 
Sent in response to [[#Query Block NBT|Query Block NBT]] or [[#Query Entity NBT|Query Entity NBT]].
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x60
 
|rowspan="2"| Play
 
|rowspan="2"| Client
 
| Transaction ID
 
| VarInt
 
| Can be compared to the one sent in the original query packet.
 
|-
 
| NBT
 
| [[NBT|NBT Tag]]
 
| The NBT of the block or entity.  May be a TAG_END (0) in which case no NBT is present.
 
|}
 
 
 
==== Collect Item ====
 
 
 
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each [[#Player Position|Player Position]] (and [[#Player Position And Look|Player Position And Look]]) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity also can be any entity, but the Notchian server only uses this for items, experience orbs, and the different varieties of arrows.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x61
 
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| Collected Entity ID
 
| VarInt
 
|
 
|-
 
| Collector Entity ID
 
| VarInt
 
|
 
|-
 
| Pickup Item Count
 
| VarInt
 
| Seems to be 1 for XP orbs, otherwise the number of items in the stack.
 
|}
 
 
 
==== Entity Teleport ====
 
 
 
This packet is sent by the server when an entity moves more than 8 blocks.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| 0x62
 
|rowspan="7"| Play
 
|rowspan="7"| Client
 
| Entity ID
 
| VarInt
 
|
 
|-
 
| X
 
| Double
 
|
 
|-
 
| Y
 
| Double
 
|
 
|-
 
| Z
 
| Double
 
|
 
|-
 
| Yaw
 
| Angle
 
| (Y Rot)New angle, not a delta.
 
|-
 
| Pitch
 
| Angle
 
| (X Rot)New angle, not a delta.
 
|-
 
| On Ground
 
| Boolean
 
|
 
|}
 
 
 
==== Advancements ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|rowspan="9"| 0x63
 
|rowspan="9"| Play
 
|rowspan="9"| Client
 
|colspan="2"| Reset/Clear
 
|colspan="2"| Boolean
 
| Whether to reset/clear the current advancements.
 
|-
 
|colspan="2"| Mapping size
 
|colspan="2"| VarInt
 
| Size of the following array.
 
|-
 
|rowspan="2"| Advancement mapping
 
| Key
 
|rowspan="2"| Array
 
| Identifier
 
| The identifier of the advancement.
 
|-
 
| Value
 
| Advancement
 
| See below
 
|-
 
|colspan="2"| List size
 
|colspan="2"| VarInt
 
| Size of the following array.
 
|-
 
|colspan="2"| Identifiers
 
|colspan="2"| Array of Identifier
 
| The identifiers of the advancements that should be removed.
 
|-
 
|colspan="2"| Progress size
 
|colspan="2"| VarInt
 
| Size of the following array.
 
|-
 
|rowspan="2"| Progress mapping
 
| Key
 
|rowspan="2"| Array
 
| Identifier
 
| The identifier of the advancement.
 
|-
 
| Value
 
| Advancement progress
 
| See below.
 
|}
 
 
 
Advancement structure:
 
 
 
{| class="wikitable"
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|colspan="2"| Has parent
 
|colspan="2"| Boolean
 
| Indicates whether the next field exists.
 
|-
 
|colspan="2"| Parent id
 
|colspan="2"| Optional Identifier
 
| The identifier of the parent advancement.
 
|-
 
|colspan="2"| Has display
 
|colspan="2"| Boolean
 
| Indicates whether the next field exists.
 
|-
 
|colspan="2"| Display data
 
|colspan="2"| Optional advancement display
 
| See below.
 
|-
 
|colspan="2"| Number of criteria
 
|colspan="2"| VarInt
 
| Size of the following array.
 
|-
 
|rowspan="2"| Criteria
 
| Key
 
|rowspan="2"| Array
 
| Identifier
 
| The identifier of the criterion.
 
|-
 
| Value
 
| '''Void'''
 
| There is ''no'' content written here. Perhaps this will be expanded in the future?
 
|-
 
|colspan="2"| Array length
 
|colspan="2"| VarInt
 
| Number of arrays in the following array.
 
|-
 
|rowspan="2"| Requirements
 
| Array length 2
 
|rowspan="2"| Array
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Requirement
 
| Array of String
 
| Array of required criteria.
 
|}
 
 
 
Advancement display:
 
 
 
{| class="wikitable"
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| Title
 
| Chat
 
|
 
|-
 
| Description
 
| Chat
 
|
 
|-
 
| Icon
 
| [[Slot]]
 
|
 
|-
 
| Frame type
 
| VarInt enum
 
| 0 = <code>task</code>, 1 = <code>challenge</code>, 2 = <code>goal</code>.
 
|-
 
| Flags
 
| Integer
 
| 0x01: has background texture; 0x02: <code>show_toast</code>; 0x04: <code>hidden</code>.
 
|-
 
| Background texture
 
| Optional Identifier
 
| Background texture location.  Only if flags indicates it.
 
|-
 
| X coord
 
| Float
 
|
 
|-
 
| Y coord
 
| Float
 
|
 
|}
 
 
 
Advancement progress:
 
 
 
{| class="wikitable"
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|colspan="2"| Size
 
|colspan="2"| VarInt
 
| Size of the following array.
 
|-
 
|rowspan="2"| Criteria
 
| Criterion identifier
 
|rowspan="2"| Array
 
| Identifier
 
| The identifier of the criterion.
 
|-
 
| Criterion progress
 
| Criterion progress
 
|
 
|}
 
 
 
Criterion progress:
 
 
 
{| class="wikitable"
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| Achieved
 
| Boolean
 
| If true, next field is present.
 
|-
 
| Date of achieving
 
| Optional Long
 
| As returned by [https://docs.oracle.com/javase/6/docs/api/java/util/Date.html#getTime() <code>Date.getTime</code>].
 
|}
 
 
 
==== Entity Properties ====
 
 
 
Sets {{Minecraft Wiki|Attribute|attributes}} on the given entity.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|rowspan="6"| 0x64
 
|rowspan="6"| Play
 
|rowspan="6"| Client
 
|colspan="2"| Entity ID
 
|colspan="2"| VarInt
 
|
 
|-
 
|colspan="2"| Number Of Properties
 
|colspan="2"| VarInt
 
| Number of elements in the following array.
 
|-
 
|rowspan="4"| Property
 
| Key
 
|rowspan="4"| Array
 
| Identifier
 
| See below.
 
|-
 
| Value
 
| Double
 
| See below.
 
|-
 
| Number Of Modifiers
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Modifiers
 
| Array of Modifier Data
 
| See {{Minecraft Wiki|Attribute#Modifiers}}. Modifier Data defined below.
 
|}
 
 
 
Known Key values (see also {{Minecraft Wiki|Attribute#Modifiers}}):
 
 
 
{| class="wikitable"
 
|-
 
! Key
 
! Default
 
! Min
 
! Max
 
! Label
 
|-
 
| generic.max_health
 
| 20.0
 
| 0.0
 
| 1024.0
 
| Max Health.
 
|-
 
| generic.follow_range
 
| 32.0
 
| 0.0
 
| 2048.0
 
| Follow Range.
 
|-
 
| generic.knockback_resistance
 
| 0.0
 
| 0.0
 
| 1.0
 
| Knockback Resistance.
 
|-
 
| generic.movement_speed
 
| 0.7
 
| 0.0
 
| 1024.0
 
| Movement Speed.
 
|-
 
| generic.attack_damage
 
| 2.0
 
| 0.0
 
| 2048.0
 
| Attack Damage.
 
|-
 
| generic.attack_speed
 
| 4.0
 
| 0.0
 
| 1024.0
 
| Attack Speed.
 
|-
 
| generic.flying_speed
 
| 0.4
 
| 0.0
 
| 1024.0
 
| Flying Speed.
 
|-
 
| generic.armor
 
| 0.0
 
| 0.0
 
| 30.0
 
| Armor.
 
|-
 
| generic.armor_toughness
 
| 0.0
 
| 0.0
 
| 20.0
 
| Armor Toughness.
 
|-
 
| generic.attack_knockback
 
| 0.0
 
| 0.0
 
| 5.0
 
| &mdash;
 
|-
 
| generic.luck
 
| 0.0
 
| -1024.0
 
| 1024.0
 
| Luck.
 
|-
 
| horse.jump_strength
 
| 0.7
 
| 0.0
 
| 2.0
 
| Jump Strength.
 
|-
 
| zombie.spawn_reinforcements
 
| 0.0
 
| 0.0
 
| 1.0
 
| Spawn Reinforcements Chance.
 
|-
 
| generic.reachDistance
 
| 5.0
 
| 0.0
 
| 1024.0
 
| Player Reach Distance (Forge only).
 
|-
 
| forge.swimSpeed
 
| 1.0
 
| 0.0
 
| 1024.0
 
| Swimming Speed (Forge only).
 
|}
 
 
 
Unknown attributes will cause a game crash ([https://bugs.mojang.com/browse/MC-150405 MC-150405]) due to the default minimum being larger than the default value.
 
 
 
''Modifier Data'' structure:
 
 
 
{| class="wikitable"
 
|-
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| UUID
 
| UUID
 
|
 
|-
 
| Amount
 
| Double
 
| May be positive or negative.
 
|-
 
| Operation
 
| Byte
 
| See below.
 
|}
 
 
 
The operation controls how the base value of the modifier is changed.
 
 
 
* 0: Add/subtract amount
 
* 1: Add/subtract amount percent of the current value
 
* 2: Multiply by amount percent
 
 
 
All of the 0's are applied first, and then the 1's, and then the 2's.
 
 
 
==== Entity Effect ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x65
 
|rowspan="5"| Play
 
|rowspan="5"| Client
 
| Entity ID
 
| VarInt
 
|
 
|-
 
| Effect ID
 
| Byte
 
| See {{Minecraft Wiki|Status effect#Effect IDs|this table}}.
 
|-
 
| Amplifier
 
| Byte
 
| Notchian client displays effect level as Amplifier + 1.
 
|-
 
| Duration
 
| VarInt
 
| Duration in ticks.
 
|-
 
| Flags
 
| Byte
 
| Bit field, see below.
 
|}
 
 
 
Within flags:
 
 
 
* 0x01: Is ambient - was the effect spawned from a beacon?  All beacon-generated effects are ambient.  Ambient effects use a different icon in the HUD (blue border rather than gray).  If all effects on an entity are ambient, the [[Entity_metadata#Living Entity|"Is potion effect ambient" living metadata field]] should be set to true.  Usually should not be enabled.
 
* 0x02: Show particles - should all particles from this effect be hidden?  Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory).  Usually should be enabled.
 
* 0x04: Show icon - should the icon be displayed on the client?  Usually should be enabled.
 
 
 
==== Declare Recipes ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|rowspan="4"| 0x66
 
|rowspan="4"| Play
 
|rowspan="4"| Client
 
|colspan="2"| Num Recipes
 
|colspan="2"| VarInt
 
| Number of elements in the following array.
 
|-
 
|rowspan="3"| Recipe
 
| Type
 
|rowspan="3"| Array
 
| Identifier
 
| The recipe type, see below.
 
|-
 
| Recipe ID
 
| Identifier
 
|
 
|-
 
| Data
 
| Optional, varies
 
| Additional data for the recipe.  For some types, there will be no data.
 
|}
 
 
 
Recipe types:
 
 
 
{| class="wikitable"
 
! Type
 
! Description
 
! Data
 
|-
 
| <code>crafting_shapeless</code>
 
| Shapeless crafting recipe. All items in the ingredient list must be present, but in any order/slot.
 
| As follows:
 
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 
    |-
 
    | Ingredient count
 
    | VarInt
 
    | Number of elements in the following array.
 
    |-
 
    | Ingredients
 
    | Array of Ingredient.
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
|-
 
| <code>crafting_shaped</code>
 
| Shaped crafting recipe. All items must be present in the same pattern (which may be flipped horizontally or translated).
 
| As follows:
 
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Width
 
    | VarInt
 
    |
 
    |-
 
    | Height
 
    | VarInt
 
    |
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book. Tag is present in recipe JSON.
 
    |-
 
    | Ingredients
 
    | Array of Ingredient
 
    | Length is <code>width * height</code>. Indexed by <code>x + (y * width)</code>.
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
|-
 
| <code>crafting_special_armordye</code>
 
| Recipe for dying leather armor
 
|rowspan="14"| None
 
|-
 
| <code>crafting_special_bookcloning</code>
 
| Recipe for copying contents of written books
 
|-
 
| <code>crafting_special_mapcloning</code>
 
| Recipe for copying maps
 
|-
 
| <code>crafting_special_mapextending</code>
 
| Recipe for adding paper to maps
 
|-
 
| <code>crafting_special_firework_rocket</code>
 
| Recipe for making firework rockets
 
|-
 
| <code>crafting_special_firework_star</code>
 
| Recipe for making firework stars
 
|-
 
| <code>crafting_special_firework_star_fade</code>
 
| Recipe for making firework stars fade between multiple colors
 
|-
 
| <code>crafting_special_repairitem</code>
 
| Recipe for repairing items via crafting
 
|-
 
| <code>crafting_special_tippedarrow</code>
 
| Recipe for crafting tipped arrows
 
|-
 
| <code>crafting_special_bannerduplicate</code>
 
| Recipe for copying banner patterns
 
|-
 
| <code>crafting_special_banneraddpattern</code>
 
| Recipe for adding patterns to banners
 
|-
 
| <code>crafting_special_shielddecoration</code>
 
| Recipe for applying a banner's pattern to a shield
 
|-
 
| <code>crafting_special_shulkerboxcoloring</code>
 
| Recipe for recoloring a shulker box
 
|-
 
| <code>crafting_special_suspiciousstew</code>
 
|
 
|-
 
| <code>smelting</code>
 
| Smelting recipe
 
|rowspan="4"| As follows:
 
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book.
 
    |-
 
    | Ingredient
 
    | Ingredient
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |-
 
    | Experience
 
    | Float
 
    |
 
    |-
 
    | Cooking time
 
    | VarInt
 
    |
 
    |}
 
|-
 
| <code>blasting</code>
 
| Blast furnace recipe
 
|-
 
| <code>smoking</code>
 
| Smoker recipe
 
|-
 
| <code>campfire_cooking</code>
 
| Campfire recipe
 
|-
 
| <code>stonecutting</code>
 
| Stonecutter recipe
 
| As follows:
 
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Group
 
    | String
 
    | Used to group similar recipes together in the recipe book.  Tag is present in recipe JSON.
 
    |-
 
    | Ingredient
 
    | Ingredient
 
    |
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
|-
 
| <code>smithing</code>
 
| Smithing table recipe
 
| As follows:
 
  {| class="wikitable"
 
    ! Name
 
    ! Type
 
    ! Description
 
    |-
 
    | Base
 
    | Ingredient
 
    | First item.
 
    |-
 
    | Addition
 
    | Ingredient
 
    | Second item.
 
    |-
 
    | Result
 
    | [[Slot]]
 
    |
 
    |}
 
|}
 
 
 
Ingredient is defined as:
 
 
 
{| class="wikitable"
 
! Name
 
! Type
 
! Description
 
|-
 
| Count
 
| VarInt
 
| Number of elements in the following array.
 
|-
 
| Items
 
| Array of [[Slot]]
 
| Any item in this array may be used for the recipe.  The count of each item should be 1.
 
|}
 
 
 
==== Tags ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x67
 
|rowspan="3"| Play
 
|rowspan="3"| Client
 
| colspan="2"| Length of the array
 
| colspan="2"| VarInt
 
|
 
|-
 
|rowspan="2"| Array of tags
 
| Tag type
 
|rowspan="2"| Array
 
| Identifier
 
| Tag identifier (Vanilla required tags are <code>minecraft:block</code>, <code>minecraft:item</code>, <code>minecraft:fluid</code>, <code>minecraft:entity_type</code>, and <code>minecraft:game_event</code>)
 
|-
 
| Array of Tag
 
| (See below)
 
|
 
|}
 
 
 
Tags look like:
 
 
 
{| class="wikitable"
 
!colspan="2"| Field Name
 
!colspan="2"| Field Type
 
! Notes
 
|-
 
|colspan="2"| Length
 
|colspan="2"| VarInt
 
| Number of elements in the following array
 
|-
 
|rowspan="3"| Tags
 
| Tag name
 
|rowspan="3"| Array
 
| Identifier
 
|
 
|-
 
| Count
 
| VarInt
 
| Number of elements in the following array
 
|-
 
| Entries
 
| Array of VarInt
 
| Numeric ID of the given type (block, item, etc.).
 
|}
 
 
 
More information on tags is available at: https://minecraft.gamepedia.com/Tag
 
 
 
And a list of all tags is here: https://minecraft.gamepedia.com/Tag#List_of_tags
 
 
 
=== Serverbound ===
 
 
 
==== Teleport Confirm ====
 
 
 
Sent by client as confirmation of [[#Player Position And Look (clientbound)|Player Position And Look]].
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x00
 
| Play
 
| Server
 
| Teleport ID
 
| VarInt
 
| The ID given by the [[#Player Position And Look (clientbound)|Player Position And Look]] packet.
 
|}
 
 
 
==== Query Block NBT ====
 
 
 
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at a block.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x01
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Transaction ID
 
| VarInt
 
| An incremental ID so that the client can verify that the response matches.
 
|-
 
| Location
 
| Position
 
| The location of the block to check.
 
|}
 
 
 
==== Set Difficulty ====
 
 
 
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x02
 
| Play
 
| Server
 
| New difficulty
 
| Byte
 
| 0: peaceful, 1: easy, 2: normal, 3: hard .
 
|}
 
 
 
==== Chat Message (serverbound) ====
 
 
 
Used to send a chat message to the server.  The message may not be longer than 256 characters or else the server will kick the client.
 
 
 
If the message starts with a <code>/</code>, the server will attempt to interpret it as a command.  Otherwise, the server will broadcast the same chat message to all players on the server (including the player that sent the message), prepended with player's name.  Specifically, it will respond with a translate [[chat]] component, "<code>chat.type.text</code>" with the first parameter set to the display name of the player (including some chat component logic to support clicking the name to send a PM) and the second parameter set to the message.  See [[Chat#Processing chat|processing chat]] for more information.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x03
 
| Play
 
| Server
 
| Message
 
| String (256)
 
| The client sends the raw input, not a [[Chat]] component.
 
|}
 
 
 
==== Client Status ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x04
 
| Play
 
| Server
 
| Action ID
 
| VarInt Enum
 
| See below
 
|}
 
 
 
''Action ID'' values:
 
 
 
{| class="wikitable"
 
|-
 
! Action ID
 
! Action
 
! Notes
 
|-
 
| 0
 
| Perform respawn
 
| Sent when the client is ready to complete login and when the client is ready to respawn after death.
 
|-
 
| 1
 
| Request stats
 
| Sent when the client opens the Statistics menu.
 
|}
 
 
 
==== Client Settings ====
 
 
 
Sent when the player connects, or when settings are changed.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="8"| 0x05
 
|rowspan="8"| Play
 
|rowspan="8"| Server
 
| Locale
 
| String (16)
 
| e.g. <code>en_GB</code>.
 
|-
 
| View Distance
 
| Byte
 
| Client-side render distance, in chunks.
 
|-
 
| Chat Mode
 
| VarInt Enum
 
| 0: enabled, 1: commands only, 2: hidden.  See [[Chat#Processing chat|processing chat]] for more information.
 
|-
 
| Chat Colors
 
| Boolean
 
| “Colors” multiplayer setting. Can the chat be colored?
 
|-
 
| Displayed Skin Parts
 
| Unsigned Byte
 
| Bit mask, see below.
 
|-
 
| Main Hand
 
| VarInt Enum
 
| 0: Left, 1: Right.
 
|-
 
| Enable text filtering
 
| Boolean
 
| Enables filtering of text on signs and written book titles. Currently always false (i.e. the filtering is disabled)
 
|-
 
| Allow server listings
 
| Boolean
 
| Servers usually list online players, this option should let you not show up in that list.
 
|}
 
 
 
''Displayed Skin Parts'' flags:
 
 
 
* Bit 0 (0x01): Cape enabled
 
* Bit 1 (0x02): Jacket enabled
 
* Bit 2 (0x04): Left Sleeve enabled
 
* Bit 3 (0x08): Right Sleeve enabled
 
* Bit 4 (0x10): Left Pants Leg enabled
 
* Bit 5 (0x20): Right Pants Leg enabled
 
* Bit 6 (0x40): Hat enabled
 
 
 
The most significant bit (bit 7, 0x80) appears to be unused.
 
 
 
==== Tab-Complete (serverbound) ====
 
 
 
Sent when the client needs to tab-complete a <code>minecraft:ask_server</code> suggestion type.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x06
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Transaction Id
 
| VarInt
 
| The id of the transaction that the server will send back to the client in the response of this packet. Client generates this and increments it each time it sends another tab completion that doesn't get a response.
 
|-
 
| Text
 
| String (32500)
 
| All text behind the cursor without the <code>/</code> (e.g. to the left of the cursor in left-to-right languages like English).
 
|}
 
 
 
==== Click Window Button ====
 
 
 
Used when clicking on window buttons.  Until 1.14, this was only used by enchantment tables.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x07
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Window ID
 
| Byte
 
| The ID of the window sent by [[#Open Window|Open Window]].
 
|-
 
| Button ID
 
| Byte
 
| Meaning depends on window type; see below.
 
|}
 
 
 
{| class="wikitable"
 
! Window type
 
! ID
 
! Meaning
 
|-
 
|rowspan="3"| Enchantment Table
 
| 0 || Topmost enchantment.
 
|-
 
| 1 || Middle enchantment.
 
|-
 
| 2 || Bottom enchantment.
 
|-
 
|rowspan="4"| Lectern
 
| 1 || Previous page (which does give a redstone output).
 
|-
 
| 2 || Next page.
 
|-
 
| 3 || Take Book.
 
|-
 
| 100+page || Opened page number - 100 + number.
 
|-
 
| Stonecutter
 
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 
|-
 
| Loom
 
|colspan="2"| Recipe button number - 4*row + col.  Depends on the item.
 
|}
 
 
 
==== Click Window ====
 
 
 
This packet is sent by the client when the player clicks on a slot in a window.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
!colspan="2" | Field Name
 
!colspan="2" | Field Type
 
! Notes
 
|-
 
|rowspan="9"| 0x08
 
|rowspan="9"| Play
 
|rowspan="9"| Server
 
|colspan="2" | Window ID
 
|colspan="2" | Unsigned Byte
 
|colspan="2" | The ID of the window which was clicked. 0 for player inventory.
 
|-
 
|colspan="2" | State ID
 
|colspan="2" | VarInt
 
|colspan="2" | The last recieved State ID from either a [[Protocol#Set_Slot|Set Slot]] or a [[Protocol#Window_Items|Window Items]] packet
 
|-
 
|colspan="2" | Slot
 
|colspan="2" | Short
 
|colspan="2" | The clicked slot number, see below.
 
|-
 
|colspan="2" | Button
 
|colspan="2" | Byte
 
|colspan="2" | The button used in the click, see below.
 
|-
 
|colspan="2" | Mode
 
|colspan="2" | VarInt Enum
 
|colspan="2" | Inventory operation mode, see below.
 
|-
 
| colspan="2"| Length of the array
 
| colspan="2"| VarInt
 
|
 
|-
 
|rowspan="2"| Array of slots
 
| Slot number
 
|rowspan="2"| Array
 
| Short
 
|
 
|-
 
| Slot data
 
| Slot
 
| New data for this slot
 
|-
 
|colspan="2" | Clicked item
 
|colspan="2" | [[Slot Data|Slot]]
 
|colspan="2" | The clicked slot. Has to be empty (item ID = -1) for drop mode. Is always empty for mode 2 and mode 5 packets.
 
|}
 
 
 
See [[Inventory]] for further information about how slots are indexed.
 
 
 
When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.
 
 
 
The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.
 
 
 
{| class="wikitable"
 
! Mode
 
! Button
 
! Slot
 
! Trigger
 
|-
 
!rowspan="4"| 0
 
| 0
 
| Normal
 
| Left mouse click
 
|-
 
| 1
 
| Normal
 
| Right mouse click
 
|-
 
| 0
 
| -999
 
| Left click outside inventory (drop cursor stack)
 
|-
 
| 1
 
| -999
 
| Right click outside inventory (drop cursor single item)
 
|-
 
!rowspan="2"| 1
 
| 0
 
| Normal
 
| Shift + left mouse click
 
|-
 
| 1
 
| Normal
 
| Shift + right mouse click ''(identical behavior)''
 
|-
 
!rowspan="6"| 2
 
| 0
 
| Normal
 
| Number key 1
 
|-
 
| 1
 
| Normal
 
| Number key 2
 
|-
 
| 2
 
| Normal
 
| Number key 3
 
|-
 
| ⋮
 
| ⋮
 
| ⋮
 
|-
 
| 8
 
| Normal
 
| Number key 9
 
|-
 
| 40
 
| Normal
 
| Offhand swap key F
 
|-
 
! 3
 
| 2
 
| Normal
 
| Middle click, only defined for creative players in non-player inventories.
 
|-
 
!rowspan="2"| 4
 
| 0
 
| Normal*
 
| Drop key (Q) (* Clicked item is always empty)
 
|-
 
| 1
 
| Normal*
 
| Control + Drop key (Q) (* Clicked item is always empty)
 
|-
 
!rowspan="9"| 5
 
| 0
 
| -999
 
| Starting left mouse drag
 
|-
 
| 4
 
| -999
 
| Starting right mouse drag
 
|-
 
| 8
 
| -999
 
| Starting middle mouse drag, only defined for creative players in non-player inventories.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
|-
 
| 1
 
| Normal
 
| Add slot for left-mouse drag
 
|-
 
| 5
 
| Normal
 
| Add slot for right-mouse drag
 
|-
 
| 9
 
| Normal
 
| Add slot for middle-mouse drag, only defined for creative players in non-player inventories.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
|-
 
| 2
 
| -999
 
| Ending left mouse drag
 
|-
 
| 6
 
| -999
 
| Ending right mouse drag
 
|-
 
| 10
 
| -999
 
| Ending middle mouse drag, only defined for creative players in non-player inventories.  (Note: the vanilla client will still incorrectly send this for non-creative players - see [https://bugs.mojang.com/browse/MC-46584 MC-46584])
 
|-
 
! 6
 
| 0
 
| Normal
 
| Double click
 
|}
 
 
 
Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):
 
 
 
# packet with mode 5, slot -999, button (0 for left | 4 for right);
 
# packet for every slot painted on, mode is still 5, button (1 | 5);
 
# packet with mode 5, slot -999, button (2 | 6);
 
 
 
If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.
 
 
 
==== Close Window (serverbound) ====
 
 
 
This packet is sent by the client when closing a window.
 
 
 
Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an [[#Open Window|Open Window]] packet for the inventory.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x09
 
| Play
 
| Server
 
| Window ID
 
| Unsigned Byte
 
| This is the ID of the window that was closed. 0 for player inventory.
 
|}
 
 
 
==== Plugin Message (serverbound) ====
 
 
 
{{Main|Plugin channels}}
 
 
 
Mods and plugins can use this to send their data. Minecraft itself uses some [[plugin channel]]s. These internal channels are in the <code>minecraft</code> namespace.
 
 
 
More documentation on this: [https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/ https://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/]
 
 
 
Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x0A
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Channel
 
| Identifier
 
| Name of the [[plugin channel]] used to send the data.
 
|-
 
| Data
 
| Byte Array
 
| Any data, depending on the channel. <code>minecraft:</code> channels are documented [[plugin channel|here]]. The length of this array must be inferred from the packet length.
 
|}
 
 
 
==== Edit Book ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x0B
 
|rowspan="5"| Play
 
|rowspan="5"| Server
 
| Hand
 
| VarInt enum
 
| 0: Main hand, 1: Off hand.
 
|-
 
| Count
 
| VarInt
 
| Number of elements in the following array
 
|-
 
| Entries
 
| Array of Strings
 
| Text from each page.
 
|-
 
| Has title
 
| Boolean
 
| If true, the next field is present.
 
|-
 
| Title
 
| String
 
| Title of book.
 
|}
 
 
 
When editing a draft, the [[NBT]] section of the Slot contains this:
 
 
 
<pre>
 
TAG_Compound(<nowiki>''</nowiki>): 1 entry
 
{
 
  TAG_List('pages'): 2 entries
 
  {
 
    TAG_String(0): 'Something on Page 1'
 
    TAG_String(1): 'Something on Page 2'
 
  }
 
}
 
</pre>
 
 
 
When signing the book, it instead looks like this:
 
 
 
<pre>
 
TAG_Compound(<nowiki>''</nowiki>): 3 entires
 
{
 
  TAG_String('author'): 'Steve'
 
  TAG_String('title'): 'A Wonderful Book'
 
  TAG_List('pages'): 2 entries
 
  {
 
    TAG_String(0): 'Something on Page 1'
 
    TAG_String(1): 'Something on Page 2'
 
  }
 
}
 
</pre>
 
 
 
==== Query Entity NBT ====
 
 
 
Used when <kbd>Shift</kbd>+<kbd>F3</kbd>+<kbd>I</kbd> is pressed while looking at an entity.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x0C
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Transaction ID
 
| VarInt
 
| An incremental ID so that the client can verify that the response matches.
 
|-
 
| Entity ID
 
| VarInt
 
| The ID of the entity to query.
 
|}
 
 
 
==== Interact Entity ====
 
 
 
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
 
 
 
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
 
 
 
The target X, Y, and Z fields represent the difference between the vector location of the cursor at the time of the packet and the entity's position.
 
 
 
Note that middle-click in creative mode is interpreted by the client and sent as a [[#Creative Inventory Action|Creative Inventory Action]] packet instead.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| 0x0D
 
|rowspan="7"| Play
 
|rowspan="7"| Server
 
| Entity ID
 
| VarInt
 
| The ID of the entity to interact.
 
|-
 
| Type
 
| VarInt Enum
 
| 0: interact, 1: attack, 2: interact at.
 
|-
 
| Target X
 
| Optional Float
 
| Only if Type is interact at.
 
|-
 
| Target Y
 
| Optional Float
 
| Only if Type is interact at.
 
|-
 
| Target Z
 
| Optional Float
 
| Only if Type is interact at.
 
|-
 
| Hand
 
| Optional VarInt Enum
 
| Only if Type is interact or interact at; 0: main hand, 1: off hand.
 
|-
 
| Sneaking
 
| Boolean
 
| If the client is sneaking.
 
|}
 
 
 
==== Generate Structure ====
 
 
 
Sent when Generate is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x0E
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Location
 
| Position
 
| Block entity location.
 
|-
 
| Levels
 
| VarInt
 
| Value of the levels slider/max depth to generate.
 
|-
 
| Keep Jigsaws
 
| Boolean
 
|
 
|}
 
 
 
==== Keep Alive (serverbound) ====
 
 
 
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x0F
 
| Play
 
| Server
 
| Keep Alive ID
 
| Long
 
|
 
|}
 
 
 
==== Lock Difficulty ====
 
 
 
Must have at least op level 2 to use.  Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x10
 
| Play
 
| Server
 
| Locked
 
| Boolean
 
|
 
|}
 
 
 
==== Player Position ====
 
 
 
Updates the player's XYZ position on the server.
 
 
 
Checking for moving too fast is achieved like this:
 
 
 
* Each server tick, the player's current position is stored
 
* When a player moves, the changes in x, y, and z coordinates are compared with the positions from the previous tick (&Delta;x, &Delta;y, &Delta;z)
 
* Total movement distance squared is computed as &Delta;x&sup2; + &Delta;y&sup2; + &Delta;z&sup2;
 
* The expected movement distance squared is computed as velocityX&sup2; + velocityY&sup2; + velocityZ&sup2;
 
* If the total movement distance squared value minus the expected movement distance squared value is more than 100 (300 if the player is using an elytra), they are moving too fast.
 
 
 
If the player is moving too fast, it will be logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player will be teleported back to their current (before this packet) serverside position.
 
 
 
Also, if the absolute value of X or the absolute value of Z is a value greater than 3.2×10<sup>7</sup>, or X, Y, or Z are not finite (either positive infinity, negative infinity, or NaN), the client will be kicked for “Invalid move player packet received”.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="4"| 0x11
 
|rowspan="4"| Play
 
|rowspan="4"| Server
 
| X
 
| Double
 
| Absolute position.
 
|-
 
| Feet Y
 
| Double
 
| Absolute feet position, normally Head Y - 1.62.
 
|-
 
| Z
 
| Double
 
| Absolute position.
 
|-
 
| On Ground
 
| Boolean
 
| True if the client is on the ground, false otherwise.
 
|}
 
 
 
==== Player Position And Rotation (serverbound) ====
 
 
 
A combination of [[#Player Rotation|Player Rotation]] and [[#Player Position|Player Position]].
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="6"| 0x12
 
|rowspan="6"| Play
 
|rowspan="6"| Server
 
| X
 
| Double
 
| Absolute position.
 
|-
 
| Feet Y
 
| Double
 
| Absolute feet position, normally Head Y - 1.62.
 
|-
 
| Z
 
| Double
 
| Absolute position.
 
|-
 
| Yaw
 
| Float
 
| Absolute rotation on the X Axis, in degrees.
 
|-
 
| Pitch
 
| Float
 
| Absolute rotation on the Y Axis, in degrees.
 
|-
 
| On Ground
 
| Boolean
 
| True if the client is on the ground, false otherwise.
 
|}
 
 
 
==== Player Rotation ====
 
[[File:Minecraft-trig-yaw.png|thumb|The unit circle for yaw]]
 
[[File:Yaw.png|thumb|The unit circle of yaw, redrawn]]
 
 
 
Updates the direction the player is looking in.
 
 
 
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
 
 
 
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
 
 
 
The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) can be calculated with:
 
 
 
dx = x-x0
 
dy = y-y0
 
dz = z-z0
 
r = sqrt( dx*dx + dy*dy + dz*dz )
 
yaw = -atan2(dx,dz)/PI*180
 
if yaw < 0 then
 
    yaw = 360 + yaw
 
pitch = -arcsin(dy/r)/PI*180
 
 
 
You can get a unit vector from a given yaw/pitch via:
 
 
 
x = -cos(pitch) * sin(yaw)
 
y = -sin(pitch)
 
z =  cos(pitch) * cos(yaw)
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x13
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Yaw
 
| Float
 
| Absolute rotation on the X Axis, in degrees.
 
|-
 
| Pitch
 
| Float
 
| Absolute rotation on the Y Axis, in degrees.
 
|-
 
| On Ground
 
| Boolean
 
| True if the client is on the ground, false otherwise.
 
|}
 
 
 
==== Player Movement ====
 
 
 
This packet as well as [[#Player Position|Player Position]], [[#Player Look|Player Look]], and [[#Player Position And Look 2|Player Position And Look]] are called the “serverbound movement packets”. Vanilla clients will send Player Position once every 20 ticks even for a stationary player.
 
 
 
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
 
 
 
When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x14
 
| Play
 
| Server
 
| On Ground
 
| Boolean
 
| True if the client is on the ground, false otherwise.
 
|}
 
 
 
==== Vehicle Move (serverbound) ====
 
 
 
Sent when a player moves in a vehicle. Fields are the same as in [[#Player Position And Look (serverbound)|Player Position And Look]]. Note that all fields use absolute positioning and do not allow for relative positioning.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x15
 
|rowspan="5"| Play
 
|rowspan="5"| Server
 
| X
 
| Double
 
| Absolute position (X coordinate).
 
|-
 
| Y
 
| Double
 
| Absolute position (Y coordinate).
 
|-
 
| Z
 
| Double
 
| Absolute position (Z coordinate).
 
|-
 
| Yaw
 
| Float
 
| Absolute rotation on the vertical axis, in degrees.
 
|-
 
| Pitch
 
| Float
 
| Absolute rotation on the horizontal axis, in degrees.
 
|}
 
 
 
==== Steer Boat ====
 
 
 
Used to ''visually'' update whether boat paddles are turning.  The server will update the [[Entity_metadata#Boat|Boat entity metadata]] to match the values here.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x16
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Left paddle turning
 
| Boolean
 
|
 
|-
 
| Right paddle turning
 
| Boolean
 
|
 
|}
 
 
 
Right paddle turning is set to true when the left button or forward button is held, left paddle turning is set to true when the right button or forward button is held.
 
 
 
==== Pick Item ====
 
 
 
Used to swap out an empty space on the hotbar with the item in the given inventory slot.  The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x17
 
| Play
 
| Server
 
| Slot to use
 
| VarInt
 
| See [[Inventory]].
 
|}
 
 
 
The server will first search the player's hotbar for an empty slot, starting from the current slot and looping around to the slot before it.  If there are no empty slots, it will start a second search from the current slot and find the first slot that does not contain an enchanted item.  If there still are no slots that meet that criteria, then the server will use the currently selected slot.
 
 
 
After finding the appropriate slot, the server swaps the items and then send 3 packets:
 
 
 
* [[Protocol#Set slot|Set Slot]], with window ID set to -2 and slot set to the newly chosen slot and the item set to the item that is now in that slot (which was previously at the slot the client requested)
 
* Set Slot, with window ID set to -2 and slot set to the slot the player requested, with the item that is now in that slot and was previously on the hotbar slot
 
* [[Protocol#Held_Item_Change_.28clientbound.29|Held Item Change]], with the slot set to the newly chosen slot.
 
 
 
==== Craft Recipe Request ====
 
 
 
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x18
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Window ID
 
| Byte
 
|
 
|-
 
| Recipe
 
| Identifier
 
| A recipe ID.
 
|-
 
| Make all
 
| Boolean
 
| Affects the amount of items processed; true if shift is down when clicked.
 
|}
 
 
 
==== Player Abilities (serverbound) ====
 
 
 
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x19
 
| Play
 
| Server
 
| Flags
 
| Byte
 
| Bit mask. 0x02: is flying.
 
|}
 
 
 
==== Player Digging ====
 
 
 
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and 1.5 units from the player's feet (''not'' their eyes).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x1A
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Status
 
| VarInt Enum
 
| The action the player is taking against the block (see below).
 
|-
 
| Location
 
| Position
 
| Block position.
 
|-
 
| Face
 
| Byte Enum
 
| The face being hit (see below).
 
|}
 
 
 
Status can be one of seven values:
 
 
 
{| class="wikitable"
 
! Value
 
! Meaning
 
! Notes
 
|-
 
| 0
 
| Started digging
 
|
 
|-
 
| 1
 
| Cancelled digging
 
| Sent when the player lets go of the Mine Block key (default: left click).
 
|-
 
| 2
 
| Finished digging
 
| Sent when the client thinks it is finished.
 
|-
 
| 3
 
| Drop item stack
 
| Triggered by using the Drop Item key (default: Q) with the modifier to drop the entire selected stack (default: depends on OS). Location is always set to 0/0/0, Face is always set to -Y.
 
|-
 
| 4
 
| Drop item
 
| Triggered by using the Drop Item key (default: Q). Location is always set to 0/0/0, Face is always set to -Y.
 
|-
 
| 5
 
| Shoot arrow / finish eating
 
| Indicates that the currently held item should have its state updated such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y.
 
|-
 
| 6
 
| Swap item in hand
 
| Used to swap or assign an item to the second hand. Location is always set to 0/0/0, Face is always set to -Y.
 
|}
 
 
 
The Face field can be one of the following values, representing the face being hit:
 
 
 
{| class="wikitable"
 
|-
 
! Value
 
! Offset
 
! Face
 
|-
 
| 0
 
| -Y
 
| Bottom
 
|-
 
| 1
 
| +Y
 
| Top
 
|-
 
| 2
 
| -Z
 
| North
 
|-
 
| 3
 
| +Z
 
| South
 
|-
 
| 4
 
| -X
 
| West
 
|-
 
| 5
 
| +X
 
| East
 
|}
 
 
 
==== Entity Action ====
 
 
 
Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x1B
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Entity ID
 
| VarInt
 
| Player ID
 
|-
 
| Action ID
 
| VarInt Enum
 
| The ID of the action, see below.
 
|-
 
| Jump Boost
 
| VarInt
 
| Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0.
 
|}
 
 
 
Action ID can be one of the following values:
 
 
 
{| class="wikitable"
 
! ID
 
! Action
 
|-
 
| 0
 
| Start sneaking
 
|-
 
| 1
 
| Stop sneaking
 
|-
 
| 2
 
| Leave bed
 
|-
 
| 3
 
| Start sprinting
 
|-
 
| 4
 
| Stop sprinting
 
|-
 
| 5
 
| Start jump with horse
 
|-
 
| 6
 
| Stop jump with horse
 
|-
 
| 7
 
| Open horse inventory
 
|-
 
| 8
 
| Start flying with elytra
 
|}
 
 
 
Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up due today time.
 
 
 
Open horse inventory is only sent when pressing the inventory key (default: E) while on a horse — all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
 
 
 
==== Steer Vehicle ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x1C
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Sideways
 
| Float
 
| Positive to the left of the player.
 
|-
 
| Forward
 
| Float
 
| Positive forward.
 
|-
 
| Flags
 
| Unsigned Byte
 
| Bit mask. 0x1: jump, 0x2: unmount.
 
|}
 
 
 
Also known as 'Input' packet.
 
 
 
==== Pong ====
 
 
 
Response to the clientbound packet ([[#Ping_2|Ping]]) with the same id.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x1D
 
| Play
 
| Server
 
| ID
 
| Int
 
| id is the same as the ping packet
 
|}
 
 
 
==== Set Recipe Book State ====
 
 
 
Replaces Recipe Book Data, type 1.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x1E
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Book ID
 
| VarInt enum
 
| 0: crafting, 1: furnace, 2: blast furnace, 3: smoker.
 
|-
 
| Book Open
 
| Boolean
 
|
 
|-
 
| Filter Active
 
| Boolean
 
|
 
|}
 
 
 
==== Set Displayed Recipe ====
 
 
 
Replaces Recipe Book Data, type 0.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x1F
 
| Play
 
| Server
 
| Recipe ID
 
| Identifier
 
|
 
|}
 
 
 
==== Name Item ====
 
 
 
Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Name Item packet).  If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item).  The item name may be no longer than 35 characters long, and if it is longer than that, then the rename is silently ignored.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x20
 
| Play
 
| Server
 
| Item name
 
| String (32767)
 
| The new name of the item.
 
|}
 
 
 
==== Resource Pack Status ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x21
 
| Play
 
| Server
 
| Result
 
| VarInt Enum
 
| 0: successfully loaded, 1: declined, 2: failed download, 3: accepted.
 
|}
 
 
 
==== Advancement Tab ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x22
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Action
 
| VarInt enum
 
| 0: Opened tab, 1: Closed screen.
 
|-
 
| Tab ID
 
| Optional identifier
 
| Only present if action is Opened tab.
 
|}
 
 
 
==== Select Trade ====
 
 
 
When a player selects a specific trade offered by a villager NPC.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x23
 
| Play
 
| Server
 
| Selected slot
 
| VarInt
 
| The selected slot in the players current (trading) inventory. (Was a full Integer for the plugin message).
 
|}
 
 
 
==== Set Beacon Effect ====
 
 
 
Changes the effect of the current beacon.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x24
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Primary Effect
 
| VarInt
 
| A [https://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message).
 
|-
 
| Secondary Effect
 
| VarInt
 
| A [https://minecraft.gamepedia.com/Data_values#Potions Potion ID]. (Was a full Integer for the plugin message).
 
|}
 
 
 
==== Held Item Change (serverbound) ====
 
 
 
Sent when the player changes the slot selection
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x25
 
| Play
 
| Server
 
| Slot
 
| Short
 
| The slot which the player has selected (0–8).
 
|}
 
 
 
==== Update Command Block ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x26
 
|rowspan="5"| Play
 
|rowspan="5"| Server
 
|-
 
| Location
 
| Position
 
|
 
|-
 
| Command
 
| String (32767)
 
|
 
|-
 
| Mode || VarInt enum || One of SEQUENCE (0), AUTO (1), or REDSTONE (2).
 
|-
 
| Flags
 
| Byte
 
| 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic.
 
|}
 
 
 
==== Update Command Block Minecart ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="3"| 0x27
 
|rowspan="3"| Play
 
|rowspan="3"| Server
 
| Entity ID
 
| VarInt
 
|
 
|-
 
| Command
 
| String
 
|
 
|-
 
| Track Output
 
| Boolean
 
| If false, the output of the previous command will not be stored within the command block.
 
|}
 
 
 
==== Creative Inventory Action ====
 
 
 
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
 
 
 
Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.
 
 
 
This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="2"| 0x28
 
|rowspan="2"| Play
 
|rowspan="2"| Server
 
| Slot
 
| Short
 
| Inventory slot.
 
|-
 
| Clicked Item
 
| [[Slot Data|Slot]]
 
|
 
|}
 
 
 
==== Update Jigsaw Block ====
 
 
 
Sent when Done is pressed on the {{Minecraft Wiki|Jigsaw Block}} interface.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="6"| 0x29
 
|rowspan="6"| Play
 
|rowspan="6"| Server
 
| Location
 
| Position
 
| Block entity location
 
|-
 
| Name
 
| Identifier
 
|
 
|-
 
| Target
 
| Identifier
 
|
 
|-
 
| Pool
 
| Identifier
 
|
 
|-
 
| Final state
 
| String
 
| "Turns into" on the GUI, <code>final_state</code> in NBT.
 
|-
 
| Joint type
 
| String
 
| <code>rollable</code> if the attached piece can be rotated, else <code>aligned</code>.
 
|}
 
 
 
==== Update Structure Block ====
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="17"| 0x2A
 
|rowspan="17"| Play
 
|rowspan="17"| Server
 
|-
 
| Location
 
| Position
 
| Block entity location.
 
|-
 
| Action
 
| VarInt enum
 
| An additional action to perform beyond simply saving the given data; see below.
 
|-
 
| Mode
 
| VarInt enum
 
| One of SAVE (0), LOAD (1), CORNER (2), DATA (3).
 
|-
 
| Name
 
| String
 
|
 
|-
 
| Offset X || Byte
 
| Between -32 and 32.
 
|-
 
| Offset Y || Byte
 
| Between -32 and 32.
 
|-
 
| Offset Z || Byte
 
| Between -32 and 32.
 
|-
 
| Size X || Byte
 
| Between 0 and 32.
 
|-
 
| Size Y || Byte
 
| Between 0 and 32.
 
|-
 
| Size Z || Byte
 
| Between 0 and 32.
 
|-
 
| Mirror
 
| VarInt enum
 
| One of NONE (0), LEFT_RIGHT (1), FRONT_BACK (2).
 
|-
 
| Rotation
 
| VarInt enum
 
| One of NONE (0), CLOCKWISE_90 (1), CLOCKWISE_180 (2), COUNTERCLOCKWISE_90 (3).
 
|-
 
| Metadata
 
| String
 
|
 
|-
 
| Integrity
 
| Float
 
| Between 0 and 1.
 
|-
 
|Seed
 
|VarLong
 
|
 
|-
 
| Flags
 
| Byte
 
| 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box.
 
|}
 
 
 
Possible actions:
 
 
 
* 0 - Update data
 
* 1 - Save the structure
 
* 2 - Load the structure
 
* 3 - Detect size
 
 
 
The Notchian client uses update data to indicate no special action should be taken (i.e. the done button).
 
 
 
==== Update Sign ====
 
 
 
{{anchor|Update Sign (serverbound)}}This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
 
 
 
The server only accepts this packet after [[#Open Sign Editor|Open Sign Editor]], otherwise this packet is silently ignored.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="5"| 0x2B
 
|rowspan="5"| Play
 
|rowspan="5"| Server
 
| Location
 
| Position
 
| Block Coordinates.
 
|-
 
| Line 1
 
| String (384)
 
| First line of text in the sign.
 
|-
 
| Line 2
 
| String (384)
 
| Second line of text in the sign.
 
|-
 
| Line 3
 
| String (384)
 
| Third line of text in the sign.
 
|-
 
| Line 4
 
| String (384)
 
| Fourth line of text in the sign.
 
|}
 
 
 
==== Animation (serverbound) ====
 
 
 
Sent when the player's arm swings.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x2C
 
| Play
 
| Server
 
| Hand
 
| VarInt Enum
 
| Hand used for the animation. 0: main hand, 1: off hand.
 
|}
 
 
 
==== Spectate ====
 
 
 
Teleports the player to the given entity.  The player must be in spectator mode.
 
 
 
The Notchian client only uses this to teleport to players, but it appears to accept any type of entity.  The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world.  If the given entity cannot be found (or isn't loaded), this packet will be ignored.  It will also be ignored if the player attempts to teleport to themselves.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x2D
 
| Play
 
| Server
 
| Target Player
 
| UUID
 
| UUID of the player to teleport to (can also be an entity UUID).
 
|}
 
 
 
==== Player Block Placement ====
 
 
 
{| class="wikitable"
 
|-
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
|rowspan="7"| 0x2E
 
|rowspan="7"| Play
 
|rowspan="7"| Server
 
| Hand
 
| VarInt Enum
 
| The hand from which the block is placed; 0: main hand, 1: off hand.
 
|-
 
| Location
 
| Position
 
| Block position.
 
|-
 
| Face
 
| VarInt Enum
 
| The face on which the block is placed (as documented at [[#Player Digging|Player Digging]]).
 
|-
 
| Cursor Position X
 
| Float
 
| The position of the crosshair on the block, from 0 to 1 increasing from west to east.
 
|-
 
| Cursor Position Y
 
| Float
 
| The position of the crosshair on the block, from 0 to 1 increasing from bottom to top.
 
|-
 
| Cursor Position Z
 
| Float
 
| The position of the crosshair on the block, from 0 to 1 increasing from north to south.
 
|-
 
| Inside block
 
| Boolean
 
| True when the player's head is inside of a block.
 
|}
 
 
 
Upon placing a block, this packet is sent once.
 
 
 
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixels in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0.0–0.5) or as a top slab (values 0.5-1.0). The Cursor Position Z should be 1.0 since the player was looking at the southernmost part of the block.
 
 
 
Inside block is true when a player's head (specifically eyes) are inside of a block's collision. In 1.13 and later versions, collision is rather complicated and individual blocks can have multiple collision boxes. For instance, a ring of vines has a non-colliding hole in the middle. This value is only true when the player is directly in the box. In practice, though, this value is only used by scaffolding to place in front of the player when sneaking inside of it (other blocks will place behind when you intersect with them -- try with glass for instance).
 
 
 
==== Use Item ====
 
 
 
Sent when pressing the Use Item key (default: right click) with an item in hand.
 
 
 
{| class="wikitable"
 
! Packet ID
 
! State
 
! Bound To
 
! Field Name
 
! Field Type
 
! Notes
 
|-
 
| 0x2F
 
| Play
 
| Server
 
| Hand
 
| VarInt Enum
 
| Hand used for the animation. 0: main hand, 1: off hand.
 
|}
 
  
 
[[Category:Protocol Details]]
 
[[Category:Protocol Details]]
 
[[Category:Minecraft Modern]]
 
[[Category:Minecraft Modern]]

Revision as of 13:10, 31 December 2021

Heads up!

This article is about the protocol for the latest stable release of Minecraft computer edition. For the computer edition pre-releases, see Pre-release protocol. For Pocket Edition, see Pocket Minecraft Protocol.

This page presents a dissection of the current Minecraft protocol.

If you're having trouble, check out the FAQ or ask for help in the IRC channel (#mcdevs on chat.freenode.net).

Note: While you may use the contents of this page without restriction to create servers, clients, bots, etc… you still need to provide attribution to #mcdevs if you copy any of the contents of this page for publication elsewhere.

The changes between versions may be viewed at Protocol History.

Contents

Definitions

The Minecraft server accepts connections from TCP clients and communicates with them using packets. A packet is a sequence of bytes sent over the TCP connection. The meaning of a packet depends both on its packet ID and the current state of the connection. The initial state of each connection is Handshaking, and state is switched using the packets Handshake (Handshaking, 0x00, serverbound) and Login Success (Login, 0x02, clientbound).

Data types

All data sent over the network (except for VarInt and VarLong) is big-endian, that is the bytes are sent from most significant byte to least significant byte. The majority of everyday computers are little-endian, therefore it may be necessary to change the endianness before sending data over the network.


Name Size (bytes) Encodes Notes
Boolean 1 Either false or true True is encoded as 0x01, false as 0x00.
Byte 1 An integer between -128 and 127 Signed 8-bit integer, two's complement
Unsigned Byte 1 An integer between 0 and 255 Unsigned 8-bit integer
Short 2 An integer between -32768 and 32767 Signed 16-bit integer, two's complement
Unsigned Short 2 An integer between 0 and 65535 Unsigned 16-bit integer
Int 4 An integer between -2147483648 and 2147483647 Signed 32-bit integer, two's complement
Long 8 An integer between -9223372036854775808 and 9223372036854775807 Signed 64-bit integer, two's complement
Float 4 A single-precision 32-bit IEEE 754 floating point number
Double 8 A double-precision 64-bit IEEE 754 floating point number
String (n) ≥ 1
≤ (n×3) + 3
A sequence of Unicode scalar values UTF-8 string prefixed with its size in bytes as a VarInt. Maximum length of n characters, which varies by context. The encoding used on the wire is regular UTF-8, not Java's "slight modification". However, the length of the string for purposes of the length limit is its number of UTF-16 code units, that is, scalar values > U+FFFF are counted as two. Up to n × 3 bytes can be used to encode a UTF-8 string comprising n code units when converted to UTF-16, and both of those limits are checked. Maximum n value is 32767. The + 3 is due to the max size of a valid length VarInt.
Text Component Varies See Text formatting#Text components Encoded as a NBT Tag, with the type of tag used depending on the case:
  • As a String Tag: For components only containing text (no styling, no events etc.).
  • As a Compound Tag: Every other case.
JSON Text Component ≥ 1
≤ (262144×3) + 3
See Text formatting#Text components The maximum permitted length when decoding is 262144, but the Notchian server since 1.20.3 refuses to encode longer than 32767. This may be a bug.
Identifier ≥ 1
≤ (32767×3) + 3
See Identifier below Encoded as a String with max length of 32767.
VarInt ≥ 1
≤ 5
An integer between -2147483648 and 2147483647 Variable-length data encoding a two's complement signed 32-bit integer; more info in their section
VarLong ≥ 1
≤ 10
An integer between -9223372036854775808 and 9223372036854775807 Variable-length data encoding a two's complement signed 64-bit integer; more info in their section
Entity Metadata Varies Miscellaneous information about an entity See Entity_metadata#Entity Metadata Format
Slot Varies An item stack in an inventory or container See Slot Data
NBT Varies Depends on context See NBT
Position 8 An integer/block position: x (-33554432 to 33554431), z (-33554432 to 33554431), y (-2048 to 2047) x as a 26-bit integer, followed by z as a 26-bit integer, followed by y as a 12-bit integer (all signed, two's complement). See also the section below.
Angle 1 A rotation angle in steps of 1/256 of a full turn Whether or not this is signed does not matter, since the resulting angles are the same.
UUID 16 A UUID Encoded as an unsigned 128-bit integer (or two unsigned 64-bit integers: the most significant 64 bits and then the least significant 64 bits)
BitSet Varies See #BitSet below A length-prefixed bit set.
Fixed BitSet (n) ceil(n / 8) See #Fixed BitSet below A bit set with a fixed length of n bits.
Optional X 0 or size of X A field of type X, or nothing Whether or not the field is present must be known from the context.
Array of X count times size of X Zero or more fields of type X The count must be known from the context.
X Enum size of X A specific value from a given list The list of possible values and how each is encoded as an X must be known from the context. An invalid value sent by either side will usually result in the client being disconnected with an error or even crashing.
Byte Array Varies Depends on context This is just a sequence of zero or more bytes, its meaning should be explained somewhere else, e.g. in the packet description. The length must also be known from the context.
ID or X size of VarInt + (size of X or 0) See #ID or X below Either a registry ID or an inline data definition of type X.
ID Set Varies See #ID Set below Set of registry IDs specified either inline or as a reference to a tag.
Sound Event Varies See #Sound Event below Parameters for a sound event.

Identifier

Identifiers are a namespaced location, in the form of minecraft:thing. If the namespace is not provided, it defaults to minecraft (i.e. thing is minecraft:thing). Custom content should always be in its own namespace, not the default one. Both the namespace and value can use all lowercase alphanumeric characters (a-z and 0-9), dot (.), dash (-), and underscore (_). In addition, values can use slash (/). The naming convention is lower_case_with_underscores. More information. For ease of determining whether a namespace or value is valid, here are regular expressions for each:

  • Namespace: [a-z0-9.-_]
  • Value: [a-z0-9.-_/]

VarInt and VarLong

Variable-length format such that smaller numbers use fewer bytes. These are very similar to Protocol Buffer Varints: the 7 least significant bits are used to encode the value and the most significant bit indicates whether there's another byte after it for the next part of the number. The least significant group is written first, followed by each of the more significant groups; thus, VarInts are effectively little endian (however, groups are 7 bits, not 8).

VarInts are never longer than 5 bytes, and VarLongs are never longer than 10 bytes. Within these limits, unnecessarily long encodings (e.g. 81 00 to encode 1) are allowed.

Pseudocode to read and write VarInts and VarLongs:

private static final int SEGMENT_BITS = 0x7F;
private static final int CONTINUE_BIT = 0x80;
public int readVarInt() {
    int value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 32) throw new RuntimeException("VarInt is too big");
    }

    return value;
}
public long readVarLong() {
    long value = 0;
    int position = 0;
    byte currentByte;

    while (true) {
        currentByte = readByte();
        value |= (long) (currentByte & SEGMENT_BITS) << position;

        if ((currentByte & CONTINUE_BIT) == 0) break;

        position += 7;

        if (position >= 64) throw new RuntimeException("VarLong is too big");
    }

    return value;
}
public void writeVarInt(int value) {
    while (true) {
        if ((value & ~SEGMENT_BITS) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}
public void writeVarLong(long value) {
    while (true) {
        if ((value & ~((long) SEGMENT_BITS)) == 0) {
            writeByte(value);
            return;
        }

        writeByte((value & SEGMENT_BITS) | CONTINUE_BIT);

        // Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
        value >>>= 7;
    }
}

Warning.png Note Minecraft's VarInts are identical to LEB128 with the slight change of throwing a exception if it goes over a set amount of bytes.

Warning.png Note that Minecraft's VarInts are not encoded using Protocol Buffers; it's just similar. If you try to use Protocol Buffers Varints with Minecraft's VarInts, you'll get incorrect results in some cases. The major differences:

  • Minecraft's VarInts are all signed, but do not use the ZigZag encoding. Protocol buffers have 3 types of Varints: uint32 (normal encoding, unsigned), sint32 (ZigZag encoding, signed), and int32 (normal encoding, signed). Minecraft's are the int32 variety. Because Minecraft uses the normal encoding instead of ZigZag encoding, negative values always use the maximum number of bytes.
  • Minecraft's VarInts are never longer than 5 bytes and its VarLongs will never be longer than 10 bytes, while Protocol Buffer Varints will always use 10 bytes when encoding negative numbers, even if it's an int32.

Sample VarInts:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
25565 0xdd 0xc7 0x01 221 199 1
2097151 0xff 0xff 0x7f 255 255 127
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
-1 0xff 0xff 0xff 0xff 0x0f 255 255 255 255 15
-2147483648 0x80 0x80 0x80 0x80 0x08 128 128 128 128 8

Sample VarLongs:

Value Hex bytes Decimal bytes
0 0x00 0
1 0x01 1
2 0x02 2
127 0x7f 127
128 0x80 0x01 128 1
255 0xff 0x01 255 1
2147483647 0xff 0xff 0xff 0xff 0x07 255 255 255 255 7
9223372036854775807 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x7f 255 255 255 255 255 255 255 255 127
-1 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x01 255 255 255 255 255 255 255 255 255 1
-2147483648 0x80 0x80 0x80 0x80 0xf8 0xff 0xff 0xff 0xff 0x01 128 128 128 128 248 255 255 255 255 1
-9223372036854775808 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x01 128 128 128 128 128 128 128 128 128 1

Position

Note: What you are seeing here is the latest version of the Data types article, but the position type was different before 1.14.

64-bit value split into three signed integer parts:

  • x: 26 MSBs
  • z: 26 middle bits
  • y: 12 LSBs

For example, a 64-bit position can be broken down as follows:

Example value (big endian): 01000110000001110110001100 10110000010101101101001000 001100111111

  • The red value is the X coordinate, which is 18357644 in this example.
  • The blue value is the Z coordinate, which is -20882616 in this example.
  • The green value is the Y coordinate, which is 831 in this example.

Encoded as follows:

((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)

And decoded as:

val = read_long();
x = val >> 38;
y = val << 52 >> 52;
z = val << 26 >> 38;

Note: The above assumes that the right shift operator sign extends the value (this is called an arithmetic shift), so that the signedness of the coordinates is preserved. In many languages, this requires the integer type of val to be signed. In the absence of such an operator, the following may be useful:

if x >= 1 << 25 { x -= 1 << 26 }
if y >= 1 << 11 { y -= 1 << 12 }
if z >= 1 << 25 { z -= 1 << 26 }

Fixed-point numbers

Some fields may be stored as fixed-point numbers, where a certain number of bits represent the signed integer part (number to the left of the decimal point) and the rest represent the fractional part (to the right). Floating point numbers (float and double), in contrast, keep the number itself (mantissa) in one chunk, while the location of the decimal point (exponent) is stored beside it. Essentially, while fixed-point numbers have lower range than floating point numbers, their fractional precision is greater for higher values.

Prior to version 1.9 a fixed-point format with 5 fraction bits and 27 integer bits was used to send entity positions to the client. Some uses of fixed point remain in modern versions, but they differ from that format.

Most programming languages lack support for fractional integers directly, but you can represent them as integers. The following C or Java-like pseudocode converts a double to a fixed-point integer with n fraction bits:

 x_fixed = (int)(x_double * (1 << n));

And back again:

 x_double = (double)x_fixed / (1 << n);

Bit sets

The types BitSet and Fixed BitSet represent packed lists of bits. The Notchian implementation uses Java's BitSet class.

BitSet

Bit sets of type BitSet are prefixed by their length in longs.

Field Name Field Type Meaning
Length VarInt Number of longs in the following array. May be 0 (if no bits are set).
Data Array of Long A packed representation of the bit set as created by BitSet.toLongArray.

The ith bit is set when (Data[i / 64] & (1 << (i % 64))) != 0, where i starts at 0.

Fixed BitSet

Bit sets of type Fixed BitSet (n) have a fixed length of n bits, encoded as ceil(n / 8) bytes. Note that this is different from BitSet, which uses longs.

Field Name Field Type Meaning
Data Byte Array (n) A packed representation of the bit set as created by BitSet.toByteArray, padded with zeroes at the end to fit the specified length.

The ith bit is set when (Data[i / 8] & (1 << (i % 8))) != 0, where i starts at 0. This encoding is not equivalent to the long array in BitSet.

Registry references

ID or X

Represents a data record of type X, either inline, or by reference to a registry implied by context.

Field Name Field Type Meaning
ID VarInt 0 if value of type X is given inline; otherwise registry ID + 1.
Value Optional X Only present if ID is 0.

ID Set

Represents a set of IDs in a certain registry (implied by context), either directly (enumerated IDs) or indirectly (tag name).

Field Name Field Type Meaning
Type VarInt Value used to determine the data that follows. It can be either:
  • 0 - Represents a named set of IDs defined by a tag.
  • Anything else - Represents an ad-hoc set of IDs enumerated inline.
Tag Name Optional Identifier The registry tag defining the ID set. Only present if Type is 0.
IDs Optional Array of VarInt An array of registry IDs. Only present if Type is not 0.
The size of the array is equal to Type - 1.

Registry data

These types are commonly used in conjuction with ID or X to specify custom data inline.

Sound Event

Describes a sound that can be played.

Name Type Description
Sound Name Identifier
Has Fixed Range Boolean Whether this sound has a fixed range, as opposed to a variable volume based on distance.
Fixed Range Optional Float The maximum range of the sound. Only present if Has Fixed Range is true.


Other definitions

Term Definition
Player When used in the singular, Player always refers to the client connected to the server.
Entity Entity refers to any item, player, mob, minecart or boat etc. See the Minecraft Wiki article for a full list.
EID An EID — or Entity ID — is a 4-byte sequence used to identify a specific entity. An entity's EID is unique on the entire server.
XYZ In this document, the axis names are the same as those shown in the debug screen (F3). Y points upwards, X points east, and Z points south.
Meter The meter is Minecraft's base unit of length, equal to the length of a vertex of a solid block. The term “block” may be used to mean “meter” or “cubic meter”.
Global palette A table/dictionary/palette mapping nonnegative integers to block states. The block state IDs can be constructed from this table by multiplying what the Minecraft Wiki calls “block IDs” by 16 and adding the metadata/damage value (or in most programming languages block_id << 4 | metadata).

Packet format

Without compression

Field Name Field Type Notes
Length VarInt Length of packet data + length of the packet ID
Packet ID VarInt
Data Byte Array Depends on the connection state and packet ID, see the sections below

With compression

Once a Set Compression packet is sent, zlib compression is enabled for all following packets. The format of a packet changes slighty to include the size of the uncompressed packet.

Compressed? Field Name Field Type Notes
No Packet Length VarInt Length of Data Length + compressed length of (Packet ID + Data)
No Data Length VarInt Length of uncompressed (Packet ID + Data) or 0
Yes Packet ID Varint zlib compressed packet ID (see the sections below)
Data Byte Array zlib compressed packet data (see the sections below)

The length given by the Packet Length field is the number of bytes that remain in that packet, including the Data Length field.

If Data Length is set to zero, then the packet is uncompressed; otherwise it is the size of the uncompressed packet.

If compressed, the uncompressed length of (Packet ID + Data) must be equal to or over the threshold set in the packet Set Compression (Login, 0x03, clientbound), otherwise the receiving party will disconnect.

Compression can be disabled by sending the packet Set Compression (Login, 0x03, clientbound) with a Threshold of -1.

Handshaking

Clientbound

There are no clientbound packets in the Handshaking state, since the protocol immediately switches to a different state after the client sends the first packet.

Serverbound

Handshake

This causes the server to switch into the target state.

Packet ID State Bound To Field Name Field Type Notes
0x00 Handshaking Server Protocol Version VarInt See protocol version numbers (currently 47)
Server Address String hostname or IP, e.g. localhost or 127.0.0.1
Server Port Unsigned Short default is 25565
Next State VarInt 1 for status, 2 for login

Legacy Server List Ping

Warning.png This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.

While not technically part of the current protocol, legacy clients may send this packet to initiate Server List Ping, and modern servers should handle it correctly.

Packet ID State Bound To Field Name Field Type Notes
0xFE Handshaking Server Payload Unsigned Byte always 1 (0x01)

See Server List Ping#1.6 for the details of the protocol that follows this packet.

Play

Clientbound

Keep Alive

The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet. If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.

Packet ID State Bound To Field Name Field Type Notes
0x00 Play Client Keep Alive ID VarInt

Join Game

See Protocol Encryption for information on logging in.

Packet ID State Bound To Field Name Field Type Notes
0x01 Play Client Entity ID Int The player's Entity ID (EID)
Gamemode Unsigned Byte 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag.
Dimension Byte -1: Nether, 0: Overworld, 1: End
Difficulty Unsigned Byte 0: peaceful, 1: easy, 2: normal, 3: hard
Max Players Unsigned Byte Used by the client to draw the player list
Level Type String default, flat, largeBiomes, amplified, default_1_1
Reduced Debug Info Boolean If true, a Notchian client shows reduced information on the debug screen.

Warning.png If the Dimension isn't valid then the client will crash

Chat Message

Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options. While Position 2 accepts json formatting it will not display, old style formatting works

Packet ID State Bound To Field Name Field Type Notes
0x02 Play Client JSON Data Chat Limited to 32767 bytes
Position Byte 0: chat (chat box), 1: system message (chat box), 2: above hotbar

Warning.png Malformed JSON will disconnect the client

Time Update

Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.

The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.

The default SMP server increments the time by 20 every second.

Packet ID State Bound To Field Name Field Type Notes
0x03 Play Client World Age Long In ticks; not changed by server commands
Time of day Long The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time

Entity Equipment

Packet ID State Bound To Field Name Field Type Notes
0x04 Play Client Entity ID VarInt Entity's EID
Slot Short Equipment slot. 0: held, 1–4: armor slot (1: boots, 2: leggings, 3: chestplate, 4: helmet)
Item Slot Item in slot format

Spawn Position

Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.

Packet ID State Bound To Field Name Field Type Notes
0x05 Play Client Location Position Spawn location

Update Health

Sent by the server to update/set the health of the player it is sent to.

Food saturation acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.

Packet ID State Bound To Field Name Field Type Notes
0x06 Play Client Health Float 0 or less = dead, 20 = full HP
Food VarInt 0–20
Food Saturation Float Seems to vary from 0.0 to 5.0 in integer increments

Respawn

To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.

Packet ID State Bound To Field Name Field Type Notes
0x07 Play Client Dimension Int -1: The Nether, 0: The Overworld, 1: The End
Difficulty Unsigned Byte 0: Peaceful, 1: Easy, 2: Normal, 3: Hard
Gamemode Unsigned Byte 0: survival, 1: creative, 2: adventure. The hardcore flag is not included
Level Type String Same as Join Game

Warning.png If the Dimension isn't valid then the client will crash

Warning.png Avoid changing player's dimension to same dimension they were already in, weird bugs can occur i.e. such player will be unable to attack other players in new world (fixes after their death and respawn)

Player Position And Look

Updates the player's position on the server. This packet will also close the "Downloading Terrain" screen when joining/respawning.

If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 meters, the client will be kicked for “You moved too quickly :( (Hacking?)”.

Also if the fixed-point number of X or Z is set greater than 3.2E7D the client will be kicked for “Illegal position”.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) one can be calculated with:

dx = x-x0
dy = y-y0
dz = z-z0
r = sqrt( dx*dx + dy*dy + dz*dz )
yaw = -atan2(dx,dz)/PI*180
if yaw < 0 then
    yaw = 360 - yaw
pitch = -arcsin(dy/r)/PI*180

You can get a unit vector from a given yaw/pitch via:

x = -cos(pitch) * sin(yaw)
y = -sin(pitch)
z =  cos(pitch) * cos(yaw)
Packet ID State Bound To Field Name Field Type Notes
0x08 Play Client X Double Absolute or relative position, depending on Flags
Y Double Absolute or relative position, depending on Flags
Z Double Absolute or relative position, depending on Flags
Yaw Float Absolute or relative rotation on the X Axis, in degrees
Pitch Float Absolute or relative rotation on the Y Axis, in degrees
Flags Byte Bit field, see below

About the Flags field:

<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
Field Bit
X 0x01
Y 0x02
Z 0x04
Y_ROT 0x08
X_ROT 0x10

Held Item Change

Sent to change the player's slot selection.

Packet ID State Bound To Field Name Field Type Notes
0x09 Play Client Slot Byte The slot which the player has selected (0–8)

Use Bed

This packet tells that a player goes to bed.

The client with the matching Entity ID will go into bed mode.

This Packet is sent to all nearby players including the one sent to bed.

Packet ID State Bound To Field Name Field Type Notes
0x0A Play Client Entity ID VarInt Sleeping player's EID
Location Position Block location of the head part of the bed

Animation

Sent whenever an entity should change animation.

Packet ID State Bound To Field Name Field Type Notes
0x0B Play Client Entity ID VarInt Player ID
Animation Unsigned Byte Animation ID (see below)

Animation can be one of the following values:

ID Animation
0 Swing arm
1 Take damage
2 Leave bed
3 Eat food
4 Critical effect
5 Magic critical effect

Spawn Player

This packet is sent by the server when a player comes into visible range, not when a player joins.

This packet must be sent after the Player List Item (Play, 0x38, clientbound) packet that adds the player data for the client to use when spawning a player. If the tab list entry for the UUID included in this packet is not present when this packet arrives, the entity will not be spawned. The tab includes skin/cape data.

Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.

When in online-mode the UUIDs must be valid and have valid skin blobs, in offline-mode UUID v3 is used.

For NPCs UUID v2 should be used. Note:

<+Grum> i will never confirm this as a feature you know that :)

In an example UUID, xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx, the UUID version is specified by Y. So, for UUID v3, Y will always be 3, and for UUID v2, Y will always be 2.

Packet ID State Bound To Field Name Field Type Notes
0x0C Play Client Entity ID VarInt Player's EID
Player UUID UUID
X Int Player X as a Fixed-Point number
Y Int Player Y as a Fixed-Point number
Z Int Player Z as a Fixed-Point number
Yaw Angle
Pitch Angle
Current Item Short The item the player is currently holding. Note that this should be 0 for “no item”, unlike -1 used in other packets.
Metadata Metadata

Warning.png A negative Current Item crashes clients

Warning.png The client will crash if no Metadata is sent

Collect Item

Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each Player Position (and Player Position And Look) packet sent by the client.

Packet ID State Bound To Field Name Field Type Notes
0x0D Play Client Collected Entity ID VarInt
Collector Entity ID VarInt

Spawn Object

Sent by the server when a vehicle or other object is created.

Packet ID State Bound To Field Name Field Type Notes
0x0E Play Client Entity ID VarInt EID of the object
Type Byte The type of object (see Entities#Objects)
X Int X position as a Fixed-Point number
Y Int Y position as a Fixed-Point number
Z Int Z position as a Fixed-Point number
Pitch Angle
Yaw Angle
Data Int Meaning dependent on the value of the Type field, see Object Data for details.
Velocity X Optional Short Only sent if the Data field is nonzero. Same units as Entity Velocity.
Velocity Y Optional Short Only sent if the Data field is nonzero. Same units as Entity Velocity.
Velocity Z Optional Short Only sent if the Data field is nonzero. Same units as Entity Velocity.

Spawn Mob

Sent by the server when a Mob Entity is Spawned

Packet ID State Bound To Field Name Field Type Notes
0x0F Play Client Entity ID VarInt
Type Unsigned Byte The type of mob. See Mobs
X Int X position as a Fixed-Point number
Y Int Y position as a Fixed-Point number
Z Int Z position as a Fixed-Point number
Yaw Angle
Pitch Angle
Head Pitch Angle
Velocity X Short Same units as Entity Velocity
Velocity Y Short Same units as Entity Velocity
Velocity Z Short Same units as Entity Velocity
Metadata Metadata

Spawn Painting

This packet shows location, name, and type of painting.

Calculating the center of an image: given a (width x height) grid of cells, with (0, 0) being the top left corner, the center is (max(0, width / 2 - 1), height / 2). E.g.

2x1 (1, 0)
4x4 (1, 2)
Packet ID State Bound To Field Name Field Type Notes
0x10 Play Client Entity ID VarInt
Title String Name of the painting. Max length 13
Location Position Center coordinates
Direction Unsigned Byte Direction the painting faces. 0: north (-z), 1: west (-x), 2: south (+z), 3: east (+x)

Spawn Experience Orb

Spawns one or more experience orbs.

Packet ID State Bound To Field Name Field Type Notes
0x11 Play Client Entity ID VarInt Entity's ID
X Int X position as a Fixed-Point number
Y Int Y position as a Fixed-Point number
Z Int Z position as a Fixed-Point number
Count Short The amount of experience this orb will reward once collected

Entity Velocity

Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).

Packet ID State Bound To Field Name Field Type Notes
0x12 Play Client Entity ID VarInt
Velocity X Short Velocity on the X axis
Velocity Y Short Velocity on the Y axis
Velocity Z Short Velocity on the Z axis

Destroy Entities

Sent by the server when a list of entities is to be destroyed on the client.

Packet ID State Bound To Field Name Field Type Notes
0x13 Play Client Count VarInt Number of elements in the following array
Entity IDs Array of VarInt The list of entities of destroy

Entity

This packet may be used to initialize an entity.

For player entities, either this packet or any move/look packet is sent every game tick. So the meaning of this packet is basically that the entity did not move/look since the last such packet.

Packet ID State Bound To Field Name Field Type Notes
0x14 Play Client Entity ID VarInt

Entity Relative Move

This packet is sent by the server when an entity moves less then 4 blocks; if an entity moves more than 4 blocks Entity Teleport should be sent instead.

This packet allows at most four blocks movement in any direction, because byte range is from -128 to 127.

Packet ID State Bound To Field Name Field Type Notes
0x15 Play Client Entity ID VarInt
Delta X Byte Change in X position as a Fixed-Point number
Delta Y Byte Change in Y position as a Fixed-Point number
Delta Z Byte Change in Z position as a Fixed-Point number
On Ground Boolean

Entity Look

This packet is sent by the server when an entity rotates.

Packet ID State Bound To Field Name Field Type Notes
0x16 Play Client Entity ID VarInt
Yaw Angle New angle, not a delta
Pitch Angle New angle, not a delta
On Ground Boolean

Entity Look And Relative Move

This packet is sent by the server when an entity rotates and moves. Since a byte range is limited from -128 to 127, and movement is offset of fixed-point numbers, this packet allows at most four blocks movement in any direction. (-128/32 == -4)

Packet ID State Bound To Field Name Field Type Notes
0x17 Play Client Entity ID VarInt
Delta X Byte Change in X position as a Fixed-Point number
Delta Y Byte Change in Y position as a Fixed-Point number
Delta Z Byte Change in Z position as a Fixed-Point number
Yaw Angle New angle, not a delta
Pitch Angle New angle, not a delta
On Ground Boolean

Entity Teleport

This packet is sent by the server when an entity moves more than 4 blocks.

Packet ID State Bound To Field Name Field Type Notes
0x18 Play Client Entity ID VarInt
X Int X position as a Fixed-Point number
Y Int Y position as a Fixed-Point number
Z Int Z position as a Fixed-Point number
Yaw Angle New angle, not a delta
Pitch Angle New angle, not a delta
On Ground Boolean

Entity Head Look

Changes the direction an entity's head is facing.

Packet ID State Bound To Field Name Field Type Notes
0x19 Play Client Entity ID VarInt
Head Yaw Angle New angle, not a delta

Entity Status

Packet ID State Bound To Field Name Field Type Notes
0x1A Play Client Entity ID Int
Entity Status Byte See below
Entity Status Meaning
1 Sent when resetting a mob spawn minecart's timer / Rabbit jump animation
2 Living Entity hurt
3 Living Entity dead
4 Iron Golem throwing up arms
6 Wolf/Ocelot/Horse taming — Spawn “heart” particles
7 Wolf/Ocelot/Horse tamed — Spawn “smoke” particles
8 Wolf shaking water — Trigger the shaking animation
9 (of self) Eating accepted by server
10 Sheep eating grass
10 Play TNT ignite sound
11 Iron Golem handing over a rose
12 Villager mating — Spawn “heart” particles
13 Spawn particles indicating that a villager is angry and seeking revenge
14 Spawn happy particles near a villager
15 Witch animation — Spawn “magic” particles
16 Play zombie converting into a villager sound
17 Firework exploding
18 Animal in love (ready to mate) — Spawn “heart” particles
19 Reset squid rotation
20 Spawn explosion particle — works for some living entities
21 Play guardian sound — works for only for guardians
22 Enables reduced debug for players
23 Disables reduced debug for players

Attach Entity

This packet is sent when a player has been attached to an entity (e.g. Minecart).

Packet ID State Bound To Field Name Field Type Notes
0x1B Play Client Leashed Byte If true (1) leashes the entity to the vehicle. If false (0), player rides vehicle.
Entity ID Int Attached entity's EID
Vehicle ID Int Vechicle's Entity ID. Set to -1 to detach

Entity Metadata

Updates one or more metadata properties for an existing entity. Any properties not included in the Metadata field are left unchanged.

Packet ID State Bound To Field Name Field Type Notes
0x1C Play Client Entity ID VarInt
Metadata Metadata

Entity Effect

Packet ID State Bound To Field Name Field Type Notes
0x1D Play Client Entity ID VarInt
Effect ID Byte See this table
Amplifier Byte Notchian client displays effect level as Amplifier + 1
Duration VarInt Seconds
Hide Particles Boolean

Remove Entity Effect

Packet ID State Bound To Field Name Field Type Notes
0x1E Play Client Entity ID VarInt
Effect ID Byte See this table

Set Experience

Sent by the server when the client should change experience levels.

Packet ID State Bound To Field Name Field Type Notes
0x1F Play Client Experience bar Float Between 0 and 1
Level VarInt
Total Experience VarInt See Experience#Leveling up on the Minecraft Wiki for Total Experience to Level conversion

Entity Properties

Sets attributes on the given entity.

Packet ID State Bound To Field Name Field Type Notes
0x20 Play Client Entity ID VarInt
Number Of Properties Int Number of elements in the following array
Property Key Array String See below
Value Double See below
Number Of Modifiers VarInt Number of elements in the following array
Modifiers Array of Modifier Data See Attribute#Modifiers

Known Key values:

Key Default Min Max Label
generic.maxHealth 20.0 0.0 Double.MaxValue Max Health
generic.followRange 32.0 0.0 2048.0 Follow Range
generic.knockbackResistance 0.0 0.0 1.0 Knockback Resistance
generic.movementSpeed 0.699999988079071 0.0 Double.MaxValue Movement Speed
generic.attackDamage 2.0 0.0 Double.MaxValue
horse.jumpStrength 0.7 0.0 2.0 Jump Strength
zombie.spawnReinforcements 0.0 0.0 1.0 Spawn Reinforcements Chance

Modifier Data structure:

Field Name Field Type Notes
UUID UUID
Amount Double May be positive or negative
Operation Byte See below

The operation controls how the base value of the modifier is changed.

  • 0: Add/subtract amount
  • 1: Add/subtract amount percent of the current value
  • 2: Multiply by amount percent

All of the 0's are applied first, and then the 1's, and then the 2's.

Chunk Data

Chunks are not unloaded by the client automatically. To unload chunks, send this packet with Ground-Up Continuous=true and no 16^3 chunks (eg. Primary Bit Mask=0). The server does not send skylight information for nether-chunks, it's up to the client to know if the player is currently in the nether. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent.

See also: SMP Map Format

Changes in 1.8:

  • Data value section removed
  • Extended id section removed
  • Block id section is now a unsigned short (little endian) per a block
  • The block id is equal to (id << 4) | data
Packet ID State Bound To Field Name Field Type Notes
0x21 Play Client Chunk X Int Chunk X coordinate
Chunk Z Int Chunk Z coordinate
Ground-Up Continuous Boolean This is true if the packet represents all sections in this vertical column, where the Primary Bit Mask specifies exactly which sections are included, and which are air
Primary Bit Mask Unsigned Short Bitmask with 1 for every 16x16x16 section whose data follows in the compressed data
Size VarInt Size of Data
Data Chunk

Multi Block Change

Fired whenever 2 or more blocks are changed within the render distance.

Packet ID State Bound To Field Name Field Type Notes
0x22 Play Client Chunk X Int Chunk X coordinate
Chunk Z Int Chunk Z coordinate
Record Count VarInt Number of elements in the following array, i.e. the number of blocks affected
Record Horizontal Position Array Unsigned Byte The 4 most significant bits (0xF0) encode the X coordinate, relative to the chunk. The 4 least significant bits (0x0F) encode the Z coordinate, relative to the chunk.
Y Coordinate Unsigned Byte
Block ID VarInt The new block state ID for the block as given in the global palette (When reading data: type = id >> 4, meta = id & 15, when writing data: id = type << 4 | (meta & 15))

Block Change

Fired whenever a block is changed within the render distance.

Packet ID State Bound To Field Name Field Type Notes
0x23 Play Client Location Position Block Coordinates
Block ID VarInt The new block state ID for the block as given in the global palette (When reading data: type = id >> 4, meta = id & 15, when writing data: id = type << 4 | (meta & 15))

Block Action

This packet is used for a number of things:

  • Chests opening and closing
  • Pistons pushing and pulling
  • Note blocks playing
  • Updating beacons

See also: Block Actions

Packet ID State Bound To Field Name Field Type Notes
0x24 Play Client Location Position Block coordinates
Byte 1 Unsigned Byte Varies depending on block — see Block Actions
Byte 2 Unsigned Byte Varies depending on block — see Block Actions
Block Type VarInt The block type ID for the block, not including metadata/damage value

Block Break Animation

0–9 are the displayable destroy stages and each other number means that there is no animation on this coordinate.

You can also set an animation to air! The animation will still be visible.

If you need to display several break animations at the same time you have to give each of them a unique Entity ID.

Also if you set the coordinates to a special block like water etc. it won't show the actual break animation but some other interesting effects. For example, water will lose its transparency.

Packet ID State Bound To Field Name Field Type Notes
0x25 Play Client Entity ID VarInt EID for the animation
Location Position Block Position
Destroy Stage Byte 0–9 to set it, any other value to remove it

Map Chunk Bulk

1.8 changes at Chunk Data

To reduce the number of bytes, this packet is used to send chunks together for better compression results.

Packet ID State Bound To Field Name Field Type Notes
0x26 Play Client Sky Light Sent Boolean Whether or not Chunk Data contains light nibble arrays. This is true in the Overworld, false in the End + Nether
Chunk Column Count VarInt Number of elements in each of the following arrays
Chunk Meta Chunk X Array Int The X coordinate of the chunk
Chunk Z Int The Z coordinate of the chunk
Primary Bit Mask Unsigned Short A bit mask which specifies which sections are not empty in this chunk
Chunk Data Array of Chunk Each chunk in this array corresponds to the data at the same position in Chunk Meta

Explosion

Sent when an explosion occurs (creepers, TNT, and ghast fireballs).

Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x

Packet ID State Bound To Field Name Field Type Notes
0x27 Play Client X Float
Y Float
Z Float
Radius Float Currently unused in the client
Record Count Int Number of elements in the following array
Records Array of (Byte, Byte, Byte) Each record is 3 signed bytes long, each bytes are the XYZ (respectively) offsets of affected blocks.
Player Motion X Float X velocity of the player being pushed by the explosion
Player Motion Y Float Y velocity of the player being pushed by the explosion
Player Motion Z Float Z velocity of the player being pushed by the explosion

Effect

Sent when a client is to play a sound or particle effect.

By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1013 (mob.wither.spawn), and is ignored for any other value by the client.

Packet ID State Bound To Field Name Field Type Notes
0x28 Play Client Effect ID Int The ID of the effect, see below
Location Position The location of the effect
Data Int Extra data for certain effects, see below
Disable Relative Volume Boolean See above

Effect IDs:

ID Name Data
Sound
1000 random.click
1001 random.click
1002 random.bow
1003 random.door_open or random.door_close (50/50 chance)
1004 random.fizz
1005 Play a music disc. Record ID
1006 not assigned
1007 mob.ghast.charge
1008 mob.ghast.fireball
1009 mob.ghast.fireball, but with a lower volume
1010 mob.zombie.wood
1011 mob.zombie.metal
1012 mob.zombie.woodbreak
1013 mob.wither.spawn
1014 mob.wither.shoot
1015 mob.bat.takeoff
1016 mob.zombie.infect
1017 mob.zombie.unfect
1018 mob.enderdragon.end
1020 random.anvil_break
1021 random.anvil_use
1022 random.anvil_land
Particle
2000 Spawns 10 smoke particles, e.g. from a fire Direction, see below
2001 Block break Block ID
2002 Splash potion. Particle effect + glass break sound. Potion ID
2003 Eye of Ender entity break animation — particles and sound
2004 Mob spawn particle effect: smoke + flames
2005 Spawn “happy villager” effect (green crosses), used for bonemealing vegetation

Smoke directions:

ID Direction
0 South-East
1 South
2 South-West
3 East
4 (Up or middle ?)
5 West
6 North-East
7 North
8 North-West

Sound Effect

Used to play a sound effect on the client.

Custom sounds may be added by resource packs.

Packet ID State Bound To Field Name Field Type Notes
0x29 Play Client Sound name String All known sound effect names can be seen here
Effect position X Int Effect X multiplied by 8
Effect position Y Int Effect Y multiplied by 8
Effect position Z Int Effect Z multiplied by 8
Volume Float 1 is 100%, can be more
Pitch Unsigned Byte 63 is 100%, can be more

Particle

Displays the named particle

Packet ID State Bound To Field Name Field Type Notes
0x2A Play Client Particle ID Int See below
Long Distance Boolean If true, particle distance increases from 256 to 65536
X Float X position of the particle
Y Float Y position of the particle
Z Float Z position of the particle
Offset X Float This is added to the X position after being multiplied by random.nextGaussian()
Offset Y Float This is added to the Y position after being multiplied by random.nextGaussian()
Offset Z Float This is added to the Z position after being multiplied by random.nextGaussian()
Particle Data Float The data of each particle
Particle Count Int The number of particles to create
Data Array of VarInt Length depends on particle. "iconcrack" has length of 2, "blockcrack", and "blockdust" have lengths of 1, the rest have 0.

Particle IDs:

Particle Name Particle ID
explode 0
largeexplosion 1
hugeexplosion 2
fireworksSpark 3
bubble 4
splash 5
wake 6
suspended 7
depthsuspend 8
crit 9
magicCrit 10
smoke 11
largesmoke 12
spell 13
instantSpell 14
mobSpell 15
mobSpellAmbient 16
witchMagic 17
dripWater 18
dripLava 19
angryVillager 20
happyVillager 21
townaura 22
note 23
portal 24
enchantmenttable 25
flame 26
lava 27
footstep 28
cloud 29
reddust 30
snowballpoof 31
snowshovel 32
slime 33
heart 34
barrier 35
iconcrack_(id)_(data) 36
blockcrack_(id+(data<<12)) 37
blockdust_(id) 38
droplet 39
take 40
mobappearance 41

Change Game State

It appears when a bed can't be used as a spawn point and when the rain state changes.

Packet ID State Bound To Field Name Field Type Notes
0x2B Play Client Reason Unsigned Byte See below
Value Float Depends on Reason

Reason codes:

Reason Effect Value
0 Invalid Bed
1 End raining
2 Begin raining
3 Change game mode 0: Survival, 1: Creative, 2: Adventure, 3: Spectator
4 Enter credits
5 Demo message 0: Show welcome to demo screen, 101: Tell movement controls, 102: Tell jump control, 103: Tell inventory control
6 Arrow hitting player Appears to be played when an arrow strikes another player in Multiplayer
7 Fade value The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze
8 Fade time Time in ticks for the sky to fade
10 Play mob appearance (effect and sound) Unknown

Spawn Global Entity

With this packet, the server notifies the client of thunderbolts striking within a 512 block radius around the player. The coordinates specify where exactly the thunderbolt strikes.

Packet ID State Bound To Field Name Field Type Notes
0x2C Play Client Entity ID VarInt The EID of the thunderbolt
Type Byte The global entity type, currently always 1 for thunderbolt
X Int Thunderbolt X, a fixed-point number
Y Int Thunderbolt Y, a fixed-point number
Z Int Thunderbolt Z, a fixed-point number

Open Window

This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory.

Packet ID State Bound To Field Name Field Type Notes
0x2D Play Client Window ID Unsigned Byte A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1.
Window Type String The window type to use for display. See Inventory for a list.
Window Title Chat The title of the window
Number Of Slots Unsigned Byte Number of slots in the window (excluding the number of slots in the player inventory)
Entity ID Optional Int EntityHorse's EID. Only sent when Window Type is “EntityHorse”

See Inventory for further information.

Close Window

This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open.

Note, notchian clients send a close window packet with Window ID 0 to close their inventory even though there is never an Open Window packet for inventory.

Packet ID State Bound To Field Name Field Type Notes
0x2E Play Client Window ID Unsigned Byte This is the ID of the window that was closed. 0 for inventory.

Set Slot

Sent by the server when an item in a slot (in a window) is added/removed.

Packet ID State Bound To Field Name Field Type Notes
0x2F Play Client Window ID Byte The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0).
Slot Short The slot that should be updated
Slot Data Slot

To set the curser (the item currently dragged with the mouse), use -1 as Window ID and as Slot

Window Items

The inventory slots

Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots.

Packet ID State Bound To Field Name Field Type Notes
0x30 Play Client Window ID Unsigned Byte The ID of window which items are being sent for. 0 for player inventory.
Count Short Number of elements in the following array
Slot Data Array of Slot

See inventory windows for further information about how slots are indexed.

Window Property

This packet is used to inform the client that part of a GUI window should be updated.

Packet ID State Bound To Field Name Field Type Notes
0x31 Play Client Window ID Unsigned Byte
Property Short The property to be updated, see below
Value Short The new value for the property, see below

The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.

Window type Property Value
Furnace 0: Fire icon (fuel left) counting from fuel burn time down to 0 (in-game ticks)
1: Maximum fuel burn time fuel burn time or 0 (in-game ticks)
2: Progress arrow 0–200 (in-game ticks)
3: Maximum progress always 200
Enchantment Table 0: Level requirement for top enchantment slot The enchantment's xp level requirement
1: Level requirement for middle enchantment slot
2: Level requirement for bottom enchantment slot
3: The seed for generating the enchantments view for the client Unknown
4: Enchantment shown on mouse hover over top enchantment slot The enchantment id (set to -1 to hide it)
5: Enchantment shown on mouse hover over middle enchantment slot
6: Enchantment shown on mouse hover over bottom enchantment slot
Beacon 0: Power level Unknown
1: First potion effect Unknown
2: Second potion effect Unknown
Anvil 0: Repair cost The repair's cost in xp levels
Brewing Stand 0: Brew time 0–400, with 400 making the arrow empty, and 0 making the arrow full

Confirm Transaction

A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag).

Packet ID State Bound To Field Name Field Type Notes
0x32 Play Client Window ID Byte The ID of the window that the action occurred in
Action Number Short Every action that is to be accepted has a unique number. This field corresponds to that number.
Accepted Boolean Whether the action was accepted

Update Sign

This message is sent from the server to the client whenever a sign is discovered or created. This message is NOT sent when a sign is destroyed or unloaded.

Packet ID State Bound To Field Name Field Type Notes
0x33 Play Client Location Position
Line 1 Chat First line of text in the sign
Line 2 Chat Second line of text in the sign
Line 3 Chat Third line of text in the sign
Line 4 Chat Fourth line of text in the sign

Map

Updates a rectangular area on a map.

Packet ID State Bound To Field Name Field Type Notes
0x34 Play Client Item Damage VarInt The damage value (map ID) of the map being modified
Scale Byte
Icon Count VarInt Number of elements in the following array
Icon Direction And Type Array Byte 0xF0 = Direction, 0x0F = Type
X Byte
Z Byte
Columns Byte Number of columns updated
Rows Optional Byte Only if Columns is more than 0; number of rows updated
X Optional Byte Only if Columns is more than 0; x offset of the westernmost column
Z Optional Byte Only if Columns is more than 0; z offset of the northernmost row
Length Optional VarInt Only if Columns is more than 0; length of the following array
Data Optional Array of Unsigned Byte Only if Columns is more than 0; see Map item format

Update Block Entity

Essentially a block update on a block entity.

Packet ID State Bound To Field Name Field Type Notes
0x35 Play Client Location Position
Action Unsigned Byte The type of update to perform, see below
NBT Data Optional NBT Tag If not present then it's a TAG_END (0)

Action field:

  • 1: Set SpawnPotentials of a mob spawner
  • 2: Set command block text (command and last execution status)
  • 3: Set the level, primary, and secondary powers of a beacon
  • 4: Set rotation and skin of mob head
  • 5: Set type of flower in flower pot
  • 6: Set base color and patterns on a banner

Open Sign Editor

Sent when the client has placed a sign and is allowed to send Update Sign.

Packet ID State Bound To Field Name Field Type Notes
0x36 Play Client Location Position

Statistics

Packet ID State Bound To Field Name Field Type Notes
0x37 Play Client Count VarInt Number of elements in the following array
Statistic Name Array String https://gist.github.com/thinkofdeath/a1842c21a0cf2e1fb5e0
Value VarInt The amount to set it to

Player List Item

Sent by the notchian server to update the user list (<tab> in the client).

Packet ID State Bound To Field Name Field Type Notes
0x38 Play Client Action VarInt Determines the rest of the Player format after the UUID
Number Of Players VarInt Number of elements in the following array
Player UUID Array UUID
Action Field Name
0: add player Name String
Number Of Properties VarInt Number of elements in the following array
Property Name Array String
Value String
Is Signed Boolean
Signature Optional String Only if Is Signed is true
Gamemode VarInt
Ping VarInt
Has Display Name Boolean
Display Name Optional Chat Only if Has Display Name is true
1: update gamemode Gamemode VarInt
2: update latency Ping VarInt
3: update display name Has Display Name Boolean
Display Name Optional Chat Only send if Has Display Name is true
4: remove player no fields no fields

The Property field looks as in the response of Mojang API#UUID -> Profile + Skin/Cape, except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at Mojang API#UUID -> Profile + Skin/Cape. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.

Player Abilities

The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.

Packet ID State Bound To Field Name Field Type Notes
0x39 Play Client Flags Byte Bit field, see below
Flying Speed Float
Field of View Modifier Float Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed (send in the Entity Properties packet).

About the flags:

Field Bit
Invulnerable 0x01
Flying 0x02
Allow Flying 0x04
Creative Mode 0x08

Tab-Complete

The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported.

Packet ID State Bound To Field Name Field Type Notes
0x3A Play Client Count VarInt Number of elements in the following array
Matches Array of String One eligible command, note that each command is sent separately instead of in a single string, hence the need for Count

Scoreboard Objective

This is sent to the client when it should create a new scoreboard objective or remove one.

Packet ID State Bound To Field Name Field Type Notes
0x3B Play Client Objective Name String An unique name for the objective
Mode Byte 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.
Objective Value Optional String Only if mode is 0 or 2. The text to be displayed for the score
Type Optional String Only if mode is 0 or 2. “integer” or “hearts”

Update Score

This is sent to the client when it should update a scoreboard item.

Packet ID State Bound To Field Name Field Type Notes
0x3C Play Client Score Name String The name of the score to be updated or removed
Action Byte 0 to create/update an item. 1 to remove an item.
Objective Name String The name of the objective the score belongs to
Value Optional VarInt The score to be displayed next to the entry. Only sent when Action does not equal 1.

Display Scoreboard

This is sent to the client when it should display a scoreboard.

Packet ID State Bound To Field Name Field Type Notes
0x3D Play Client Position Byte The position of the scoreboard. 0: list, 1: sidebar, 2: below name.
Score Name String The unique name for the scoreboard to be displayed.

Teams

Creates and updates teams.

Packet ID State Bound To Field Name Field Type Notes
0x3E Play Client Team Name String A unique name for the team. (Shared with scoreboard).
Mode Byte If 0 then the team is created.

If 1 then the team is removed.

If 2 the team team information is updated.

If 3 then new players are added to the team.

If 4 then players are removed from the team.

Team Display Name Optional String Only if Mode = 0 or 2.
Team Prefix Optional String Only if Mode = 0 or 2. Displayed before the players' name that are part of this team
Team Suffix Optional String Only if Mode = 0 or 2. Displayed after the players' name that are part of this team
Friendly Fire Optional Byte Only if Mode = 0 or 2. 0 for off, 1 for on, 3 for seeing friendly invisibles
Name Tag Visibility Optional String Only if Mode = 0 or 2. always, hideForOtherTeams, hideForOwnTeam, never
Color Optional Byte Only if Mode = 0 or 2. Same as Chat colors
Player Count Optional VarInt Only if Mode = 0 or 3 or 4. Number of players in the array
Players Optional Array of String Only if Mode = 0 or 3 or 4. Players to be added/remove from the team. Max 40 characters so may be uuid's later

Plugin Message

Mods and plugins can use this to send their data. Minecraft itself uses a number of plugin channels. These internal channels are prefixed with MC|.

More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

Packet ID State Bound To Field Name Field Type Notes
0x3F Play Client Channel String Name of the plugin channel used to send the data
Data Byte Array Any data, depending on the channel. MC| channels are documented here.

Disconnect

Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.

Packet ID State Bound To Field Name Field Type Notes
0x40 Play Client Reason Chat Displayed to the client when the connection terminates.

Server Difficulty

Changes the difficulty setting in the client's option menu

Packet ID State Bound To Field Name Field Type Notes
0x41 Play Client Difficulty Unsigned Byte 0: peaceful, 1: easy, 2: normal, 3: hard

Combat Event

Packet ID State Bound To Field Name Field Type Notes
0x42 Play Client Event VarInt 0: enter combat, 1: end combat, 2: entity dead
Duration Optional VarInt Only for end combat
Player ID Optional VarInt Only for entity dead
Entity ID Optional Int Only for end combat and entity dead
Message String Only for entity dead

Camera

Sets the entity that the player renders from. This is normally used when the left-clicks an entity while in spectator mode.

The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity. The player is unable to move this entity (move packets will act as if they are coming from the other entity).

If the given entity is not loaded by the player, this packet is ignored. To return control to the player, send this packet with their entity ID.

The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).

Packet ID State Bound To Field Name Field Type Notes
0x43 Play Client Camera ID VarInt ID of the entity to set the client's camera to

The notchian also loads certain shaders for given entities:

  • Creeper → shaders/post/creeper.json
  • Spider (and cave spider) → shaders/post/spider.json
  • Enderman → shaders/post/invert.json
  • Anything else → the current shader is unloaded

World Border

Packet ID State Bound To Field Name Field Type Notes
0x44 Play Client Action VarInt Determines the format of the rest of the packet
Action Field Name
0: set size Radius Double meters
1: lerp size Old Radius Double meters
New Radius Double meters
Speed VarLong number of real-time ticks/seconds (?) until New Radius is reached. From experiments, it appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag
2: set center X Double
Z Double
3: initialize X Double
Z Double
Old Radius Double
New Radius Double
Speed VarLong
Portal Teleport Boundary VarInt Resulting coordinates from a portal teleport are limited to +-value. Usually 29999984.
Warning Time VarInt
Warning Blocks VarInt
4: set warning time Warning Time VarInt unit?
5: set warning blocks Warning Blocks VarInt

Title

Packet ID State Bound To Field Name Field Type Notes
0x45 Play Client Action VarInt
Action Field Name
0: set title Title Text Chat
1: set subtitle Subtitle Text Chat
2: set times and display Fade In Int ticks
Stay Int ticks
Fade Out Int ticks
3: hide no fields no fields
4: reset no fields no fields

“Hide” makes the title disappear, but if you run times again the same title will appear. “Reset” erases the text.

Set Compression

Warning.png This packet is completely broken and has been removed in the 1.9 snapshots. The packet Set Compression (Login, 0x03, clientbound) should be used instead.

Packet ID State Bound To Field Name Field Type Notes
0x46 Play Client Threshold VarInt Packets of this size or higher may be compressed

Player List Header And Footer

Packet ID State Bound To Field Name Field Type Notes
0x47 Play Client Header Chat
Footer Chat

Resource Pack Send

Packet ID State Bound To Field Name Field Type Notes
0x48 Play Client URL String The URL to the resource pack.
Hash String A 40 character hexadecimal and lowercase SHA-1 hash of the resource pack file. (must be lower case in order to work)
If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id

Update Entity NBT

Packet ID State Bound To Field Name Field Type Notes
0x49 Play Client Entity ID VarInt
Tag NBT Tag

Serverbound

Keep Alive

The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.

Packet ID State Bound To Field Name Field Type Notes
0x00 Play Server Keep Alive ID VarInt

Chat Message

The default server will check the message to see if it begins with a '/'. If it doesn't, the username of the sender is prepended and sent to all other clients (including the original sender). If it does, the server assumes it to be a command and attempts to process it. A message longer than 100 characters will cause the server to kick the client. This change was initially done by allowing the client to not slice the message up to 119 (the previous limit), without changes to the server. For this reason, the vanilla server kept the code to cut messages at 119, but this isn't a protocol limitation and can be ignored.

Packet ID State Bound To Field Name Field Type Notes
0x01 Play Server Message String The client sends the raw input, not Chat

Use Entity

This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).

A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.

Note that middle-click in creative mode is interpreted by the client and sent as a Creative Inventory Action packet instead.

Packet ID State Bound To Field Name Field Type Notes
0x02 Play Server Target VarInt
Type VarInt 0: interact, 1: attack, 2: interact at
Target X Optional Float Only if Type is interact at
Target Y Optional Float Only if Type is interact at
Target Z Optional Float Only if Type is interact at

Player

This packet as well as Player Position (Play, 0x04, serverbound), Player Look (Play, 0x05, serverbound), and Player Position And Look (Play, 0x06, serverbound) are called the “serverbound movement packets”. At least one of them must be sent on each tick to ensure that servers will update things like player health correctly. Vanilla clients will send Player Position once every 20 ticks even for a stationary player, and Player on every other tick.

This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).

When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.

Packet ID State Bound To Field Name Field Type Notes
0x03 Play Server On Ground Boolean True if the client is on the ground, false otherwise

Player Position

Updates the player's XYZ position on the server.

If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 units, this will result in the client being kicked for “You moved too quickly :( (Hacking?)”

If the distance is greater than 10 units, the server will log the warning message "<name> moved too quickly!", followed by two coordinate triples (maybe movement delta?), but will not kick the client.

Also if the fixed-point number of X or Z is set greater than 3.2×107 the client will be kicked for “Illegal position”.

Packet ID State Bound To Field Name Field Type Notes
0x04 Play Server X Double Absolute position
Feet Y Double Absolute position, normally Head Y - 1.62
Z Double Absolute position
On Ground Boolean True if the client is on the ground, false otherwise

Player Look

The unit circle for yaw
The unit circle of yaw, redrawn

Updates the direction the player is looking in.

Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.

Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.

The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) one can be calculated with:

dx = x-x0
dy = y-y0
dz = z-z0
r = sqrt( dx*dx + dy*dy + dz*dz )
yaw = -atan2(dx,dz)/PI*180
if yaw < 0 then
    yaw = 360 - yaw
pitch = -arcsin(dy/r)/PI*180

You can get a unit vector from a given yaw/pitch via:

x = -cos(pitch) * sin(yaw)
y = -sin(pitch)
z =  cos(pitch) * cos(yaw)
Packet ID State Bound To Field Name Field Type Notes
0x05 Play Server Yaw Float Absolute rotation on the X Axis, in degrees
Pitch Float Absolute rotation on the Y Axis, in degrees
On Ground Boolean True if the client is on the ground, False otherwise

Player Position And Look

A combination of Player Look and Player Position.

Packet ID State Bound To Field Name Field Type Notes
0x06 Play Server X Double Absolute position
Feet Y Double Absolute feet position, normally Head Y - 1.62
Z Double Absolute position
Yaw Float Absolute rotation on the X Axis, in degrees
Pitch Float Absolute rotation on the Y Axis, in degrees
On Ground Boolean True if the client is on the ground, false otherwise

Player Digging

Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.

Packet ID State Bound To Field Name Field Type Notes
0x07 Play Server Status Byte The action the player is taking against the block (see below)
Location Position Block position
Face Byte The face being hit (see below)

Status can (currently) be one of six values:

Meaning Value
Started digging 0
Cancelled digging 1
Finished digging 2
Drop item stack 3
Drop item 4
Shoot arrow / finish eating 5

Notchian clients send a 0 (started digging) when they start digging and a 2 (finished digging) once they think they are finished. If digging is aborted, the client simply send a 1 (cancel digging).

Status code 4 (drop item) is a special case. In-game, when you use the Drop Item command (keypress 'q'), a dig packet with a status of 4, and all other values set to 0, is sent from client to server. Status code 3 is similar, but drops the entire stack.

Status code 5 (shoot arrow / finish eating) is also a special case. The x, y and z fields are all set to 0 like above, with the exception of the face field, which is set to 255.

The face can be one of six values, representing the face being hit:

Value 0 1 2 3 4 5
Offset -Y +Y -Z +Z -X +X

Player Block Placement

Packet ID State Bound To Field Name Field Type Notes
0x08 Play Server Location Position Block position
Face Byte The face on which the block is placed (see above)
Held Item Slot
Cursor Position X Byte The position of the crosshair on the block
Cursor Position Y Byte
Cursor Position Z Byte

In normal operation (i.e. placing a block), this packet is sent once, with the values set normally.

This packet has a special case where X, Y, Z, and Face are all -1. (Note that Y is unsigned so set to 255.) This special packet indicates that the currently held item for the player should have its state updated such as eating food, pulling back bows, using buckets, etc.

In a Notchian Beta client, the block or item ID corresponds to whatever the client is currently holding, and the client sends one of these packets any time a right-click is issued on a surface, so no assumptions can be made about the safety of the ID. However, with the implementation of server-side inventory, a Notchian server seems to ignore the item ID, instead operating on server-side inventory information and holding selection. The client has been observed (1.2.5 and 1.3.2) to send both real item IDs and -1 in a single session.

Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action — based on current position/orientation and with a distance check — it appears that buckets can only be used within a radius of 6 units.

Held Item Change

Sent when the player changes the slot selection

Packet ID State Bound To Field Name Field Type Notes
0x09 Play Server Slot Short The slot which the player has selected (0–8)

Animation

Sent when the player's arm swings

Packet ID State Bound To Field Name Field Type Notes
0x0A Play Server no fields

Entity Action

Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.

Packet ID State Bound To Field Name Field Type Notes
0x0B Play Server Entity ID VarInt Player ID
Action ID VarInt The ID of the action, see below
Action Parameter VarInt Only used by Horse Jump Boost, in which case it ranges from 0 to 100. In all other cases it is 0.

Action ID can be one of the following values:

ID Action
0 Start sneaking
1 Stop sneaking
2 Leave bed
3 Start sprinting
4 Stop sprinting
5 Jump with horse
6 Open ridden horse inventory

Leave Bed is only sent when the "Leave Bed" button is clicked on the sleep GUI, not when waking up due today time.

Open ridden horse inventory is only sent when pressing the inventory key on a horse - all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.

Steer Vehicle

Packet ID State Bound To Field Name Field Type Notes
0x0C Play Server Sideways Float Positive to the left of the player
Forward Float Positive forward
Flags Unsigned Byte Bit mask. 0x1: jump, 0x2: unmount

Close Window

This packet is sent by the client when closing a window.

Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an Open Window packet for the inventory.

Packet ID State Bound To Field Name Field Type Notes
0x0D Play Server Window ID Unsigned Byte This is the ID of the window that was closed. 0 for player inventory.

Click Window

This packet is sent by the player when it clicks on a slot in a window.

Packet ID State Bound To Field Name Field Type Notes
0x0E Play Server Window ID Unsigned Byte The ID of the window which was clicked. 0 for player inventory.
Slot Short The clicked slot number, see below
Button Byte The button used in the click, see below
Action Number Short A unique number for the action, implemented by Notchian as a counter, starting at 1. Used by the server to send back a Confirm Transaction.
Mode Byte Enum Inventory operation mode, see below
Clicked item Slot The clicked slot. Has to be empty (item ID = -1) for drop mode.

See Inventory for further information about how slots are indexed.

When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.

The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.

Mode Button Slot Trigger
0 0 Normal Left mouse click
1 Normal Right mouse click
1 0 Normal Shift + left mouse click
1 Normal Shift + right mouse click (identical behavior)
2 0 Normal Number key 1
1 Normal Number key 2
2 Normal Number key 3
8 Normal Number key 9
3 2 Normal Middle click
4 0 Normal* Drop key (Q) (* Clicked item is different, see above)
1 Normal* Ctrl + Drop key (Ctrl-Q) (drops full stack)
0 -999 Left click outside inventory holding nothing (no-op)
1 -999 Right click outside inventory holding nothing (no-op)
5 0 -999 Starting left mouse drag (or middle mouse)
4 -999 Starting right mouse drag
1 Normal Add slot for left-mouse drag
5 Normal Add slot for right-mouse drag
2 -999 Ending left mouse drag
6 -999 Ending right mouse drag
6 0 Normal Double click

Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):

  1. packet with mode 5, slot -999, button (0 for left | 4 for right);
  2. packet for every slot painted on, mode is still 5, button (1 | 5);
  3. packet with mode 5, slot -999, button (2 | 6);

If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.

The server will send back a Confirm Transaction packet. If the click was not accepted, the client must reflect that packet before sending more Click Window packets, otherwise the server will reject them silently. The Notchian server also sends a Window Items packet for the open window and Set Slot packets for the clicked and cursor slot, but only when the click was not accepted, probably to resynchronize client and server.

Confirm Transaction

If a transaction sent by the client was not accepted, the server will reply with a Confirm Transaction (Play, 0x32, clientbound) packet with the Accepted field set to false. When this happens, the client must reflect the packet to apologize (as with movement), otherwise the server ignores any successive transactions.

Packet ID State Bound To Field Name Field Type Notes
0x0F Play Server Window ID Byte The ID of the window that the action occurred in
Action Number Short Every action that is to be accepted has a unique number. This field corresponds to that number.
Accepted Boolean Whether the action was accepted

Creative Inventory Action

While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.

Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.

This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).

Packet ID State Bound To Field Name Field Type Notes
0x10 Play Server Slot Short Inventory slot
Clicked Item Slot

Enchant Item

Packet ID State Bound To Field Name Field Type Notes
0x11 Play Server Window ID Byte The ID of the enchantment table window sent by Open Window
Enchantment Byte The position of the enchantment on the enchantment table window, starting with 0 as the topmost one

Update Sign

This message is sent from the client to the server when the “Done” button is pushed after placing a sign.

The server only accepts this packet after Open Sign Editor, otherwise this packet is silently ignored.

Packet ID State Bound To Field Name Field Type Notes
0x12 Play Server Location Position Block Coordinates
Line 1 Chat First line of text in the sign
Line 2 Chat Second line of text in the sign
Line 3 Chat Third line of text in the sign
Line 4 Chat Fourth line of text in the sign

Player Abilities

The latter 2 bytes are used to indicate the walking and flying speeds respectively, while the first byte is used to determine the value of 4 booleans.

The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly. All other parameters are ignored by the vanilla server.

Packet ID State Bound To Field Name Field Type Notes
0x13 Play Server Flags Byte Bit mask. 0x08: damage disabled (god mode), 0x04: can fly, 0x02: is flying, 0x01: is Creative
Flying Speed Float
Walking Speed Float

Tab-Complete

Sent when the user presses tab while writing text.

Packet ID State Bound To Field Name Field Type Notes
0x14 Play Server Text String All text behind the cursor
Has Position Boolean
Looked At Block Optional Position The position of the block being looked at. Only sent if Has Position is true.

Client Settings

Sent when the player connects, or when settings are changed.

Packet ID State Bound To Field Name Field Type Notes
0x15 Play Server Locale String e.g. en_GB
View Distance Byte Client-side render distance, in chunks
Chat Mode Byte 0: enabled, 1: commands only, 2: hidden
Chat Colors Boolean “Colors” multiplayer setting
Displayed Skin Parts Unsigned Byte Skin parts, see note below

Displayed Skin Parts flags:

  • Bit 0 (0x01): Cape enabled
  • Bit 1 (0x02): Jacket enabled
  • Bit 2 (0x04): Left Sleeve enabled
  • Bit 3 (0x08): Right Sleeve enabled
  • Bit 4 (0x10): Left Pants Leg enabled
  • Bit 5 (0x20): Right Pants Leg enabled
  • Bit 6 (0x40): Hat enabled

The most significant bit (bit 7, 0x80) appears to be unused.

Client Status

Sent when the client is ready to complete login and when the client is ready to respawn after death.

Packet ID State Bound To Field Name Field Type Notes
0x16 Play Server Action ID VarInt See below

Action ID values:

Action ID Action
0 Perform respawn
1 Request stats
2 Taking Inventory achievement

Plugin Message

Mods and plugins can use this to send their data. Minecraft itself uses a number of plugin channels. These internal channels are prefixed with MC|.

More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/

Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.

Packet ID State Bound To Field Name Field Type Notes
0x17 Play Server Channel String Name of the plugin channel used to send the data
Data Byte Array Any data, depending on the channel. MC| channels are documented here.

Spectate

Teleports the player to the given entity. The player must be in spectator mode.

The Notchian client only uses this to teleport to players, but it appears to accept any type of entity. The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world. If the given entity cannot be found (or isn't loaded), this packet will be ignored. It will also be ignored if the player attempts to teleport to themselves.

Packet ID State Bound To Field Name Field Type Notes
0x18 Play Server Target Player UUID UUID of the player to teleport to (can also be an entity UUID)

Resource Pack Status

Packet ID State Bound To Field Name Field Type Notes
0x19 Play Server Hash String The hash sent in the Resource Pack Send packet.
Result VarInt Enum 0: successfully loaded, 1: declined, 2: failed download, 3: accepted

Status

Main article: Server List Ping

Clientbound

Response

Packet ID State Bound To Field Name Field Type Notes
0x00 Status Client JSON Response String See Server List Ping#Response

Pong

Packet ID State Bound To Field Name Field Type Notes
0x01 Status Client Payload Long Should be the same as sent by the client

Serverbound

Request

Packet ID State Bound To Field Name Field Type Notes
0x00 Status Server no fields

Ping

Packet ID State Bound To Field Name Field Type Notes
0x01 Status Server Payload Long May be any number. Notchian clients use a system-dependent time value which is counted in milliseconds.

Login

The login process is as follows:

  1. C→S: Handshake with Next State set to 2 (login)
  2. C→S: Login Start
  3. S→C: Encryption Request
  4. Client auth
  5. C→S: Encryption Response
  6. Server auth, both enable encryption
  7. S→C: Login Success and Set Compression

Login Success and Set Compression can be sent in either order, but anything after Set Compression must use the Post Compression packet format. The packet ID for Set Compression also depends on the current connection state, and Login Success switches the state to play, meaning that the correct packet ID must be used depending on the order chosen.

For unauthenticated and localhost connections (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case Login Start is directly followed by Login Success.

See Protocol Encryption for details.

Clientbound

Disconnect

Packet ID State Bound To Field Name Field Type Notes
0x00 Login Client Reason Chat

Encryption Request

Packet ID State Bound To Field Name Field Type Notes
0x01 Login Client Server ID String Appears to be empty
Public Key Length VarInt Length of Public Key
Public Key Byte Array
Verify Token Length VarInt Length of Verify Token
Verify Token Byte Array

See Protocol Encryption for details.

Login Success

Packet ID State Bound To Field Name Field Type Notes
0x02 Login Client UUID String Unlike in other packets, this field contains the UUID as a string with hyphens.
Username String

This packet switches the connection state to play.

Set Compression

Packet ID State Bound To Field Name Field Type Notes
0x03 Login Client Threshold VarInt Maximum size of a packet before its compressed

Serverbound

Login Start

Packet ID State Bound To Field Name Field Type Notes
0x00 Login Server Name String

Encryption Response

Packet ID State Bound To Field Name Field Type Notes
0x01 Login Server Shared Secret Length VarInt Length of Shared Secret
Shared Secret Byte Array
Verify Token Length VarInt Length of Verify Token
Verify Token Byte Array

See Protocol Encryption for details.